I've been a proponent of alternative approaches to damage and hit points for a while. At the very least, I think DCC could benefit from some sort of rapid recovery at the end of each encounter.
Regarding Appendix N, I think DCC is really two separate games. The 0-level funnel is a game where the "heroes" of the series are determined through luck, determination, etc. Then there's leveled play, which (I think) should follow more along the lines of the stories in Appendix N. But instead it's more like a traditional FRPG.
I think there's a number of options available to change this for the better. Many of them have been discussed ad nauseam on the forum. I don't want to completely rehash them. But I'll give one that's been stirring around in my mind for a while now...
All 0-level PCs have 3 + STA bonus hit points, minimum of 1. At first level, PCs get their hit points bumped up to the Stamina rating. This doesn't add to the hit points they had at 0-level. It just boosts them up. Then, PCs get a static boost to hit points per level. Wizards/Elves get +1 every 2 levels. Thieves, Clerics and Halflings get +1 every level. Warriors and Dwarves get a +2 every level.
Or, if dice are a must, Wizards/Elves get 1d2-1 every level. Thieves, Clerics and Halflings get 1d3-1 every level. Warriors and Dwarves get a 1d4-1 every level.
Stamina only gives a one time boost at 1st level. It does not apply again and again forever and ever. At the very least, this simplifies the effect taking attribute damage to Stamina has on hit points.
The net effect is that 1st level PCs are far more resilient but, over the long haul, higher level PCs are less silly in what they can withstand. So it gives a boost during low-level play without inflating higher-level hit points.
jmucchiello wrote:While we are on the subject of alternatives to death, RISUS is extremely narrative in style and the result of its conflict resolution system is "what happens to the loser is entirely in the hands of the victor." As a comedy game, most conflict is of the RP type where you get to embarrass your opponent in amusing ways, but it can be played straight making "death" the most likely outcome.
It's funny because all those threads about "Wound and Injury" systems fit here again. I've been reading SIFRP and, IMO, they do this well. And it fits with the hit points thing I just mentioned...
So when a character is dropped to zero their "fate" is in the hands of the opponent. The character can be maimed or scarred (maybe a -1d4 against an attribute, permanent, in DCC terms). Or killed. Or taken captive. Et cetera. Et cetera.
To avoid this in SIFRP, a character can take Injuries and Wounds.
To translate this into something workable for DCC, an Injury would allow a character to reduce damage taken by 3 + their level. Only one injury can be taken at a time (can't take two to lower one attack). And it's effect would be a -1 to all rolls. It should take longer to heal. Maybe one a day? So taking 3 Injuries in one day would require 3 days to get rid of them all? But a character can't have more than 3 at any one time.
And then with Wounds (again in DCC terms). A character can take a Wound to lower damage taken from an attack to zero. But, as a result, the character rolls one die type lower on all rolls (So d16, instead of d20. d14 instead of d16) and their encumbrance is increased by 1 level. So unencumbered PCs become encumbered, etc. For sanity's sake, a character can only take one Wound. It takes a week to heal a wound.
If a character is reduced to zero, they are at the mercy of the opponent. Which can be a very bad thing.
At the end of every encounter (using the hit point system listed above), a character recovers all hit points lost.
Might be too bleeding edge for DCC. But it's one way to address the discrepancy between protagonists in Appendix N and DCC.