Difference between revisions of "User:Spazalicious Chaos/Wounds and Armor Reconsidered (3.5e Variant Rule)"
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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 = | + | == Wounds and Armor: Reconsidered == |
− | Hit points and | + | 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 | + | * 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 | + | * 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 | + | :'''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:''' | + | *'''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 == | == 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. | ||
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Revision as of 19:11, 18 June 2012
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Contents
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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