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{{#set:Summary=A different take on hitpoints and damage.}}
 
{{#set:Summary=A different take on hitpoints and damage.}}
  
= Wounds and Armor: Reconsidered =
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== Wounds and Armor: Reconsidered ==
  
Hit points and armor class do not make sense most of the time, if not all the time. Somehow one who has gotten lucky enough to kill a dragon is able to survive the fiery torrents of great wizards that normal decimate the surrounding peasants. Having plate mail apparently provides the same kind of protection as being really fast and defensive. Hopefully, the below will add some sanity (or mayhem) to your game.
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Hit points and Armor Class do not make sense as written. They can't. It should not matter how many dragons you have slain or how many princesses you rescue when factoring in, say, a metor landing on top of your character, or a knife in your kidney. There needs to be a balancing act at work here. On one end, humans are remarkably difficult to kill quickly, and only absolute newbs to combat can get knocked out. But on the other, an ecosystem where the difference between killing a human-like organism can range from one punch to neclear explosion would collapse day one. And once you factor in AC... yeah, it falls apart fast.
 +
 
 +
These are the goals of this rewrite to HP and AC:
 +
*Low-level combats end in unconsiousness, not death.
 +
*All creatures are consistent in regards to killing, but not nessessarily in fighting.
 +
*A definite difference between miss, hit and critical hit.
  
 
== Hit Points and Wound Points ==
 
== Hit Points and Wound Points ==
 
This variant requires you to keep track of two sets of health scores: Hit Points and Wound Points.
 
This variant requires you to keep track of two sets of health scores: Hit Points and Wound Points.
* Your '''Hit Points''' are determined in exactly the same way as they are in the Players Handbook. Hit Points represent how much shock your body can take; quite simply, they are a measure of how readily you can stop your own heart in a massive panic attack. Subdual and lethal damage both cause loss of Hit Points, but for different reasons. Most attacks are just scary and have little effect on fighting ability, resulting in bruises, cuts, scrapes, minor burns, and other cosmetic damage. And those are what Hit Points represent. If you ever lose all your Hit Points, you fall into unconsciousness for a number of hours equal to the damage of the last attack to hit you. There are no negative Hit Points in this system, half of all leftover damage from a attack is applied to the Wound Points. Creature with no Constitution score lack Hit Points, see below.
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* Your '''Hit Points''' are determined in exactly the same way as they are in the Players Handbook. Hit Points represent how much shock your body can take from a non-damaging impact, ie a hit that does mere cosmetic damage to the body. Loss of hit points result in bruises, small shallow cuts and fatigue. A creature with less than 50% HP is fatigued, and becomes exhausted at 25% HP. Recovery of these hit points removes these conditions. A creature that accumulates these conditions via physical exertion recieves an appropriate loss in hit points. If the condition is inflicted artificially, such as via a spell, there is no loss in hit points. If you fall to zero hit points, you are unconsious for a number of minutes equal to the damge taken in excess of your hit points, or for 5 rounds if you fell perfectly at zero.
* Your '''Wound Points''' are equal to you Constitution score if you are small, medium or large, half your Constitution if you're tiny, one quarter if you're diminutive, 1 if you're fine, twice your Constitution if you're huge, four times your score if you are gargantuan, and eight times your score if you are colossal. And all for a very specific reason: Wounds are physical damage. These are broken bones, severed muscles, punctured lungs, and bleeding arteries. Wounds are only targeted about 5% of the time in a typical combat, but suck when they are lost. And Wounds take their total when hit- whenever you lose Wound Points you become fatigued. If you lose all of your Wound Points, you die. If any theoretical leftover damage would result in negative Wounds equal to your Constitution, your body will end up in 1d3 pieces. If the theoretical negative Wounds would be ten times you Constitution, there is no body to recover, only splatters.
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* Your '''Wound Points''' are equal to double your Constitution score if you are small, medium or large, your Constitution if you're tiny, half if you're diminutive, 1 if you're fine, quadrupal your Constitution if you're huge, eight times your score if you are gargantuan, and sixteen times your score if you are colossal. And all for a very specific reason: Wounds are physical damage. These are broken bones, severed muscles, punctured lungs, and bleeding arteries. Wounds are only targeted about 5% of the time in a typical combat, but suck when they are lost. Everytime you lose wound points your are dazed for a number of rounds equal to the damage you took. If you lose more than 25% of your wound points in one hit you are instead stunned.
:'''Special-''' Creatures who lack Constitution scores and objects instead use their hit points as Wound Points. This means that they are immune to subual damage unless made helpless (see below) and to critical hits. It also means that they cannot fall unconsious, and must be stunned or bound, or some other condition must be applied for coup de grace and other attacks that need helpless targets to take effect.
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:'''Special-''' Creatures who lack Constitution scores are treated as having Wound points equal to their hit die x 10. Thus, a human skeleton would have 10 WP. Each hit automatically results in wounds as per a critical (see below), but it never suffers penalties for such injuries.
  
 
== Wounds and Hit Points in Combat ==
 
== Wounds and Hit Points in Combat ==
 
While not many, this health system results in some changes to combat:
 
While not many, this health system results in some changes to combat:
*'''Armor Class:''' No real changes, but bear in mind the above descriptions of Hit and Wounds before trying to describe damage. Most attacks are going to result in minor cuts and bruises, maybe singed hairs or dropped body temperature in the case of energy attacks. If it was Hit Points that were targeted, this will always be the cases. ''Most people who fall in combat will die of shock.'' Read that last bit again. And again. That is why commoners are killed by fireballs when high level characters aren't: ''they die of shock!'' The physical damage is the same, the heart attack factor is not.
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*'''Armor Class:''' Armor class is the touch zone, attacks that fail to meet AC miss. If the attack fails to meet touch AC it misses completely and will threaten objects and creatures adjacent to the target (for melee strikes) or behind the target (for ranged attacks.) Attacks that fail to exceed full AC graze the armor of the target, and is redirected to an adjacent space.
:"How does this related to Armor Class?" I hear you ask. Simple- armor class is the touch zone. As far as Hit Points are concerned, being quick and ending up with a torn sleeve in the place of a severed arm is the same protection as having that sword thud against your armor: you blink for a moment, and if you still have Hit Points you keep going. Similar deal with Wounds- you have been hit all all your defenses have been punched through, and now you are bleeding. However, if you must know whether an attack had grazed of the armor of the subject or utterly missed, just compare the attack to the targets touch armor class: if it would have hit the touch armor class, the attack grazed off the targets armor defenses. Otherwise, you just plain missed.
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*'''Hit Point Damage:''' Most attacks that the target is aware of deals damage to hit points and equipment. If a attack connects and it is not a critical, it deals it's damage to both hit points and armor or equipment. This represents an impact that is absorbed by the body, resulting in some shock but little physical damage. The damage to armor and equipment represents where the force of the blow actually ends up. As an optional rule, the GM may allow a player to sacrifice equipment to absorb some of the damage by blocking with it. The character must be aware of the attack and must be able to bring the item to bear in time to meet the attack. Thus, it must be in hand or else the character must have a free hand and the Quick Draw feat. The item reduces the damage the character takes by it's hardness and prevents damage to armor or worn equipment, but also takes the damage in total to determine if it has been damaged or destroyed.
*'''Critical Hit:''' When a critical hit is scored, the following process takes place: first, you roll damage as per a normal hit. This damage is applied to the targets Wound Points. Then, any multiplied or other extraneous damage (see below) is applied to the Hit Points. Reason: critical hits are belows that connected and connected well. However, not all weapons are created equal. Rapiers are deadly accurate, but no where near as scary as a great axe, or a scythe.
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*'''Subdual Damage:''' If an attack deal subdual damage, it cannot deal wound damage except on a coup de grace. Hit point damage from subdual attacks does not damage armor or blocking items, but still deals damage to hit points on a hit. On a critical threat it merely deals it's multiplied damage with no wound damage, thus there is never a need to confirm a subdual critical.
*'''Extraneous Damage:''' Any damage that would not be multiplied in a critical hit deals no damage to wounds on a critical hit. However, they still can deal their full damage on a Coup De Grace.
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*'''Wound Damage:''' On a critical hit, the target takes Wound damage. First, regardless of whether the damage is confirmed or not, the target hit takes the multiplied damage to hit hit points. The armor is not harmed, for it is bypassed completely on a critical, and it may not be blocked as described above. If the critical is confirmed, then the target also takes wounds equal to the number of damage dice in the attack times it's critical multiplier. For example, a greatsword would deal 6 points of wound damage on a critical.
*'''Sneak Attack:''' As a variant rule, the Sneak Attack ability does one Wound per die when ever the target is unaware of the Rogue. Not just flat-footed, mind you, but completely unaware.
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*'''Damage and Surprise:''' If a creature is flat footed it automatically takes damage as if for a critical. For helpless targets the same is true, with the exception of the coup de grace. A coup de grace simply allows the attacker to deal full weapon damage as wound damage. While ability modifiers are added to this damage, extraneous damage, such as the flaming quality or sneak attack, are not added in their totality, but rather as an addtional +1 damage per die. For example, a first level rogue with a flaming dagger +1 and average strength would deal 1d4+2 damage per coup de grace attack (+1 dagger weapon damage plus 1 for 1d6 sneak attack.) A coup de grace can also allow a subdual damage attack to deal wound damage, which allows it to deal it's critical multiplier as wound damage per hit.
*'''Subdual Damage and Wounds:''' Subdual damage may never be used to do Wound damage to any target with Hit Points remaining. However, by spending 10 continuous minutes on a Coup De Grace with a helpless and unconscious target, subdual damage can kill, dealing one tenth of the target wound point of damage to the killer. Any damage reduction possessed by the victim also adds to the damage done to the killer, who will be covered in blood and bits of bone and brain after the act.
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*'''Environmental Damage:''' At the GM's desgretion, there may be some environmental effects that automatically deal one point of wound damage per die of hit point damage. Examples may include falling and falling objects, immersion in lava or acid, being on fire, and others as logic and table consent requires.
*'''Costitution Damage and Drain:''' Any damage done to Constitution deals and equal amount of damage to Wound Points. Likewise, any reduction of Constitution also reduces maximum Wound Points.
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*'''Damage Reduction and Energy Resistance:''' Rather than having such damage reduce the total when it comes to wound points, try having the resistance act as a damage divider. Simply devide the damage taken by the ammount listed before applying it wounds, rounding down. This is especially important for dealing with creatures with no constitution score. However if this is the route you wish to take, it is recommended you raise all damage reduction and energy resistance that is below five by one point, because in this variant DR or ER 1 is quite literally nothing of value.
*'''Falling:''' For each die of falling damage to hit points a person would take, 1 Wound is also taken. Any effect that would reduce or eliminate falling damage also reduces or eliminates this Wound damage.
 
  
 
== Wounds and Hit Points in Healing ==
 
== Wounds and Hit Points in Healing ==
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*'''Healing Hit Points:''' Most of this follows the healing rules and abilities in standard D&D, with the addition of Hit Point can only be regained by resting, which allows anything capable of healing through natural processes to roll one hit die+Constitution each day as it wakes up from rest, gaining the result in Hit Points restored.
 
*'''Healing Hit Points:''' Most of this follows the healing rules and abilities in standard D&D, with the addition of Hit Point can only be regained by resting, which allows anything capable of healing through natural processes to roll one hit die+Constitution each day as it wakes up from rest, gaining the result in Hit Points restored.
 
*'''Healing Wounds:''' All Wounds require the application of the heal skill each day, or else the victim must makes saves against disease. Treated Wounds heal at the rate of 1 per week on a DC 10 Constitution check, or one per month is untreated and a DC 15 Constitution check is made. The ''cure'' and ''vigor'' series of spells are useless when it comes to healing Wounds. Any spell or effect that restores ability damage or drain heals an equal number of Wounds. The ''Heal'' spell likewise recovers all lost Wound Points.
 
*'''Healing Wounds:''' All Wounds require the application of the heal skill each day, or else the victim must makes saves against disease. Treated Wounds heal at the rate of 1 per week on a DC 10 Constitution check, or one per month is untreated and a DC 15 Constitution check is made. The ''cure'' and ''vigor'' series of spells are useless when it comes to healing Wounds. Any spell or effect that restores ability damage or drain heals an equal number of Wounds. The ''Heal'' spell likewise recovers all lost Wound Points.
 
== Armor and Hit Location ==
 
To add yet another flavor of realism, you can use the below hit location and sectional armor rules. '''Note: the listed effects are for Wounds taken to the area; Hit Point loss represents cosmetic damage like cuts and bruises, and would never have serious effects on anything but the wuss of heart.'''
 
 
{| class="zebra d20"
 
|+
 
{{Anchor|Table: Hit Location}}
 
|-
 
! 3d6 !! Area !! Target AC !! Effect
 
|-
 
|3-5||class="left" | Head || +4 || Dazed, -1 to all rolls
 
|-
 
|6-7||class="left" | Shoulders || +1 || Arm Disabled, may not take actions with that arm, take penalty equal to damage on all Climb and Use Rope checks for a number of rounds equal to the damage taken
 
|-
 
|8-9||class="left" | Arms || +2 || Arm Disabled, as above
 
|-
 
|10||class="left" | Hands || +4 || Hand Disabled, may not use somatic components or tools with that hand for a number of rounds equal to the damage taken
 
|-
 
|11-12||class="left" | Chest || +1 || Fatigued, stunned for 1 round per point of damage
 
|-
 
|13||class="left" | Stomach || +1 || Fatigued, dazed for 1 round per point of damage
 
|-
 
|14||class="left" | Vitals X$ || +4 || Sickened, stunned for one round per point of damage
 
|-
 
|15||class="left" | Thighs || +2 || Leg Disabled, move at half speed for a number of rounds equal to the damage taken
 
|-
 
|16-17||class="left" | Legs || +2 || Leg Disabled, as above
 
|-
 
|18||class="left" | Feet || +4 || Foot Disabled, move at two-thirds speed and take penalty equal to damage on all Balance, Jump and Tumble checks for a number of rounds equal to the damage taken
 
|}
 
*'''Area:''' the body part under threat. It is highly recommended that hit location only be rolled for critical hits, as normal hits result in superficial injuries that do not matter anyway.
 
*'''Target AC:''' the bonus to armor class for when a foe wants to target a specific area, like smacking a wizard in the mouth to ruin a spell. If successful, the victim suffers the wound penalty for taking a hit to that area for one round, unless a critical is scored, in which case the normal penalties apply.
 
*'''Effect:''' the penalty for when a wound is taken to the area.
 
 
As an optional rule, you can have player pay for their armor by section. This allows for more customizable armor and equipment. Use the following chart for costs:
 
{| class="zebra d20"
 
|+
 
{{Anchor|Table: Armor Sections}}
 
|-
 
! rowspan="2" | Type
 
! rowspan="2" | Penalty
 
! rowspan="2" | AC Bonus
 
! colspan="10" | Cost/Weight
 
|-
 
! Head || Shoulders/Arms || Hands || Chest/Stomach/Vitals || Thighs/Legs || Feet
 
|-
 
|Cloth||class="left" | 0 || +1 || 5 sp/ 1/2 lb || 5 sp/ 1/2 lb || 5 sp/ 1/2 lb || 2 gp/2 lbs || 1 gp/1 lb || 5 sp/ 1/2 lb
 
|-
 
|Leather||class="left" | 0 || +2 || 1 gp/1 1/2 lb || 1 gp/1 1/2 lb || 1 gp/1 1/2 lb || 4 gp/6 lbs || 2 gp/3 lbs || 1 gp/1 1/2 lb
 
|-
 
|Studded Leather||class="left" | -1/6 || +3 || 2 gp, 5 sp/2 lbs || 2 gp, 5 sp/2 lbs || 2 gp, 5 sp/2 lbs || 10 gp/8 lbs || 5 gp/4 lbs || 2 gp, 5 sp/2 lbs
 
|-
 
|Cour Boulli||class="left" | -1/2 || +3 || 1 gp, 5 sp/2 1/2 lbs || 1 gp, 5 sp/2 1/2 lbs || 1 gp, 5 sp/2 1/2 lbs || 6 gp/10 lbs || 3 gp/5 lbs || 1 gp, 5 sp/2 1/2 lbs
 
|-
 
|Chain||class="left" | -1 || +5 || 15 gp/4 lbs || 15 gp/4 lbs || 15 gp/4 lbs || 60 gp/16 lbs || 30 gp/8 lbs || 15 gp/4 lbs
 
|-
 
|Scale||class="left" | -1 || +4 || 5 gp/3 lbs || 5 gp/3 lbs || 5 gp/3 lbs || 20 gp/12 lbs || 10 gp/6 lbs || 5 gp/3 lbs
 
|-
 
|Banded||class="left" | -2 || +6 || 25 gp/3 1/2 lbs || 25 gp/3 1/2 lbs || 25 gp/3 1/2 lbs || 100 gp/14 lbs || 50 gp/7 lbs || 25 gp/3 1/2 lbs
 
|-
 
|Plate||class="left" | -2 || +8 || 150 gp/5 lbs || 150 gp/5 lbs || 150 gp/5 lbs || 600 gp/20 lbs || 300 gp/10 lbs || 150 gp/5 lbs
 
|-
 
|Padded||class="left" | -5 || +10 || 1 gp/2 lbs || 1 gp/2 lbs || 1 gp/2 lbs || 4 gp/8 lbs || 2 gp/4 lbs || 1 gp/2 lbs ||
 
|}
 
 
=== How to Use This Table ===
 
'''Type'''
 
*'''Cloth:''' This is light weight and durable fabric for most traveling clothing and under armor. The cost for Banded, Chain, Cour Boulli, Plate and Scale armor includes cloth as the protective padding and clothing present in all heavy armors to prevent chaffing. Cloth can be worn as normal clothing without penalty.
 
*'''Leather:''' Flexible tanned hide that is favored by explorers and street toughs. Leather can be worn as normal clothing without penalty.
 
*'''Studded Leather:''' Leather reinforced with metal studs and plates. For double the cost these metal reinforcements can be concealed, forcing a DC 20 Spot check to notice them.
 
*'''Cour Boulli:''' Leather boiled in oil and wax for waterproofing and hardness. Any leather treated this way has the same hardness as wood.
 
*'''Chain:''' Interconnected metal rings that forms flexible and heavy armor. Masterwork chain uses smaller, lighter rings, reducing the weight by 25%.
 
*'''Scale:''' Small metal plates sewn onto a backing of leather for a balance of protection and mobility.
 
*'''Banded:''' A series of thin metal strips kept together by rivets, providing cheap but effective armor.
 
*'''Plate:''' Solid metal plates joined by hinges where possible, rivets when not, providing the ultimate in mundane protection.
 
*'''Padded:''' Essentially rolled up carpet strung together around the wearer, padded is the ultimate peasant armor, able to cause even the mightiest sword blows to bounce off, if at the cost of not being able to move at all.
 
 
'''Penalty:''' The armor check penalty provided by any one piece of armor. To find the total armor check penalty, add the penalties of the respective sections and round to the nearest whole number. Maximum dexterity is 8 minus the armor check penalty. Arcane spell failure is the armor check penalty of the Hands, Chest/Stomach/Vitals and Shoulders/Arms sections multiplied by 5. Yes this variant makes armor a reasonable option for casters. Finally, the armors category is determined by total check penalty: -2 or lower is light, -3 to -5 is medium, and -6 or greater is heavy.
 
 
'''AC Bonus:''' The listed bonus is for the the armor bonus of a section covered by the armor targeted by a critical hit confirmation. Otherwise, the average armor is used as the armor bonus, which is found by adding all the armor bonuses provide by each section of armor and dividing by 6, rounding down.
 
 
'''Cost/Weight:''' The cost and weight of a section of armor. Master work armor reduces the armor check penalty by 1/2 to maximum reduction of 0, and costs +30 gold for the Head, Shoulders/Arms, Hands and Feet sections, +60 gold for the Thighs/Legs section, and +120 gold for the Chest/Stomach/Vitals section.
 
 
'''Special: Magic Armor-''' The rules for magic armor creation remain the same, with the requirement that a full suit of armor must be produced with all six sections, though the material need not be consistent, allowing magical composite armors. AC enhance still works with the same formula as above.
 
 
For magical effects unrelated to armor class, each section provides 1/6 of the benefit granted by the ability. Should sections be separated, these sections continue to contribute their section of the effect rounded to the nearest whole number (minimum of 1) to general armor class. However, when a critical hit is scored and a section is targeted, the targeted section applies the full effect of it's magical properties. ''Example: after a long battle with an owlbear, the party finds a pair of +1 Leather Gloves of Heavy Fortification and Greater Fire Resistance (it could happen...), and gives them to the party Rogue, who has a full suit of leather armor. This does not increase the average Armor Class (about 2.1444, rounded to 2), but grants Fire Resistance 5 and a 16% chance to negate critical and sneak attacks. However, if a critical is scored against the rogues hands later, the Fire Resistance jumps to 30 and the critical is negated, due to 100% fortification, dealing no wound damage.''
 
  
 
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Revision as of 19:11, 18 June 2012

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Author: Spazalicious Chaos (talk)
Date Created: Feb 23, 2011
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Wounds and Armor: Reconsidered

Hit points and Armor Class do not make sense as written. They can't. It should not matter how many dragons you have slain or how many princesses you rescue when factoring in, say, a metor landing on top of your character, or a knife in your kidney. There needs to be a balancing act at work here. On one end, humans are remarkably difficult to kill quickly, and only absolute newbs to combat can get knocked out. But on the other, an ecosystem where the difference between killing a human-like organism can range from one punch to neclear explosion would collapse day one. And once you factor in AC... yeah, it falls apart fast.

These are the goals of this rewrite to HP and AC:

  • Low-level combats end in unconsiousness, not death.
  • All creatures are consistent in regards to killing, but not nessessarily in fighting.
  • A definite difference between miss, hit and critical hit.

Hit Points and Wound Points

This variant requires you to keep track of two sets of health scores: Hit Points and Wound Points.

  • Your Hit Points are determined in exactly the same way as they are in the Players Handbook. Hit Points represent how much shock your body can take from a non-damaging impact, ie a hit that does mere cosmetic damage to the body. Loss of hit points result in bruises, small shallow cuts and fatigue. A creature with less than 50% HP is fatigued, and becomes exhausted at 25% HP. Recovery of these hit points removes these conditions. A creature that accumulates these conditions via physical exertion recieves an appropriate loss in hit points. If the condition is inflicted artificially, such as via a spell, there is no loss in hit points. If you fall to zero hit points, you are unconsious for a number of minutes equal to the damge taken in excess of your hit points, or for 5 rounds if you fell perfectly at zero.
  • Your Wound Points are equal to double your Constitution score if you are small, medium or large, your Constitution if you're tiny, half if you're diminutive, 1 if you're fine, quadrupal your Constitution if you're huge, eight times your score if you are gargantuan, and sixteen times your score if you are colossal. And all for a very specific reason: Wounds are physical damage. These are broken bones, severed muscles, punctured lungs, and bleeding arteries. Wounds are only targeted about 5% of the time in a typical combat, but suck when they are lost. Everytime you lose wound points your are dazed for a number of rounds equal to the damage you took. If you lose more than 25% of your wound points in one hit you are instead stunned.
Special- Creatures who lack Constitution scores are treated as having Wound points equal to their hit die x 10. Thus, a human skeleton would have 10 WP. Each hit automatically results in wounds as per a critical (see below), but it never suffers penalties for such injuries.

Wounds and Hit Points in Combat

While not many, this health system results in some changes to combat:

  • Armor Class: Armor class is the touch zone, attacks that fail to meet AC miss. If the attack fails to meet touch AC it misses completely and will threaten objects and creatures adjacent to the target (for melee strikes) or behind the target (for ranged attacks.) Attacks that fail to exceed full AC graze the armor of the target, and is redirected to an adjacent space.
  • Hit Point Damage: Most attacks that the target is aware of deals damage to hit points and equipment. If a attack connects and it is not a critical, it deals it's damage to both hit points and armor or equipment. This represents an impact that is absorbed by the body, resulting in some shock but little physical damage. The damage to armor and equipment represents where the force of the blow actually ends up. As an optional rule, the GM may allow a player to sacrifice equipment to absorb some of the damage by blocking with it. The character must be aware of the attack and must be able to bring the item to bear in time to meet the attack. Thus, it must be in hand or else the character must have a free hand and the Quick Draw feat. The item reduces the damage the character takes by it's hardness and prevents damage to armor or worn equipment, but also takes the damage in total to determine if it has been damaged or destroyed.
  • Subdual Damage: If an attack deal subdual damage, it cannot deal wound damage except on a coup de grace. Hit point damage from subdual attacks does not damage armor or blocking items, but still deals damage to hit points on a hit. On a critical threat it merely deals it's multiplied damage with no wound damage, thus there is never a need to confirm a subdual critical.
  • Wound Damage: On a critical hit, the target takes Wound damage. First, regardless of whether the damage is confirmed or not, the target hit takes the multiplied damage to hit hit points. The armor is not harmed, for it is bypassed completely on a critical, and it may not be blocked as described above. If the critical is confirmed, then the target also takes wounds equal to the number of damage dice in the attack times it's critical multiplier. For example, a greatsword would deal 6 points of wound damage on a critical.
  • Damage and Surprise: If a creature is flat footed it automatically takes damage as if for a critical. For helpless targets the same is true, with the exception of the coup de grace. A coup de grace simply allows the attacker to deal full weapon damage as wound damage. While ability modifiers are added to this damage, extraneous damage, such as the flaming quality or sneak attack, are not added in their totality, but rather as an addtional +1 damage per die. For example, a first level rogue with a flaming dagger +1 and average strength would deal 1d4+2 damage per coup de grace attack (+1 dagger weapon damage plus 1 for 1d6 sneak attack.) A coup de grace can also allow a subdual damage attack to deal wound damage, which allows it to deal it's critical multiplier as wound damage per hit.
  • Environmental Damage: At the GM's desgretion, there may be some environmental effects that automatically deal one point of wound damage per die of hit point damage. Examples may include falling and falling objects, immersion in lava or acid, being on fire, and others as logic and table consent requires.
  • Damage Reduction and Energy Resistance: Rather than having such damage reduce the total when it comes to wound points, try having the resistance act as a damage divider. Simply devide the damage taken by the ammount listed before applying it wounds, rounding down. This is especially important for dealing with creatures with no constitution score. However if this is the route you wish to take, it is recommended you raise all damage reduction and energy resistance that is below five by one point, because in this variant DR or ER 1 is quite literally nothing of value.

Wounds and Hit Points in Healing

The rules to healing are also different:

  • Healing Hit Points: Most of this follows the healing rules and abilities in standard D&D, with the addition of Hit Point can only be regained by resting, which allows anything capable of healing through natural processes to roll one hit die+Constitution each day as it wakes up from rest, gaining the result in Hit Points restored.
  • Healing Wounds: All Wounds require the application of the heal skill each day, or else the victim must makes saves against disease. Treated Wounds heal at the rate of 1 per week on a DC 10 Constitution check, or one per month is untreated and a DC 15 Constitution check is made. The cure and vigor series of spells are useless when it comes to healing Wounds. Any spell or effect that restores ability damage or drain heals an equal number of Wounds. The Heal spell likewise recovers all lost Wound Points.

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