Here I present my (untested) house rules for hit points and damage:
Further ideas:
- All characters and monsters now have half the stated hit points. They also have half the number of healing surges. As they work differently now, this isn't actually decreasing power.
- Hit points are relabeled as Defense points (dp). They represent the amount of damage the character or monster can parry, block, dodge, absorb, deflect or otherwise avoid before being injured. Attacks that hit and deal damage but don't reduce the target's dps to 0 or less are never considered to injure the target (as in no blood spilling).
- When the target is reduced to 0 or less dps, he is unable to defend himself anymore and sustains a wound and is considered bloodied. Non elite or solo monsters, or unimportant NPCs, can be considered killed or KOed now. Elite or solo monsters and important characters can keep fighting by spending a healing surge, which fully renews their dps.
- When bloodied monsters or characters are again reduced to 0 dps or less, they sustain a major wound and are considered dying, as per the normal rules.
- A monster or character who is not attacked for a full round and spends a standard action (refocusing defense) recovers all dps without spending a healing surge.
- Bloodied condition can only be removed during a short rest, with first aid or magical healing and spending a healing surge.
Further ideas:
- Armor save to negate a wound (but not recovering any dps). It could be rolling 21-(armor AC bonus) or more. Some attacks might bypass armor, as to be decided.
- Wound rolls. To be rolled after combat, they would give a description and determine the severity of the wound sustained, and appropiate wound tracks similar to disease tracks.
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