Hit Points, Conditions and Non-Lethal Effects
Posted: Fri Feb 04, 2011 11:14 am
This post is probably going to get some interesting responses, but I would like to put this out there. Has there been discussion on a possible change to the 'HP' system? I know DnD has operated under the system where if you have >1 hp, you are up and running at full steam and when you hit zero you are dead/dying.
There have been many attempts in other game systems to develop a system that balances reality and speed for game mechanics. There are many times that a DM wants to create a situation where the players are operating under a handicap (i.e. poison, illness, or other effect) but do not want to totally eliminate the character from play. (i.e. bored and sitting out).
This idea is really directed at characters beyond 0-3 levels.
3e had an encyclopedia of conditions that a character could experience. Even after playing 3e for many years, I still have to look up some of the conditions. Many of those conditions would necessitate recalculation of attack bonus, HPs, skills... etc.
So would expanding out how HP's are done help streamline the process?
Here is my suggestion/idea (not 100% mine)...
A character will have two heath point (HP) stats. They will be Endurance Points (EP) and Life Points (LP).
EP's are very similar to current HP's. They will grow at each level that a character options. EP's will be consumed via various actions (combat, falling, and other actions). When all EP's are exhausted, any further damage will be directly applied against the LP's
LP's are more of a fixed number that will be based off of Stamina/Strength/Endurance. This is related directly to physical wounds taken by the character. LP's damage will accumulate until they hit zero, then a character will either be dead or dying.
What advantage does creating two different stats allow us as DM's? I am glad you asked and yes I do talk to myself.
This allows us to do various things like the following:
Combat damage: If you roll max damage on a die, you take one LP of damage in addition to the damage to EP's. If you roll a critical, you automatically take one additional LP of damage in addition to any LP damage that was rolled when calculating damage. This becomes more interesting when a fireball spell fires, each die is a potential of a LP of damage. If you roll 10d6 damage, you could potentially do up to 10 LP of damage (I had a thought of limited the max bonus LP damage to be = spell level). The reason for this is to add an element of danger for someone getting hit by a spell instead of just shrugging it off.
Falling damage: I always thought it was non-realistic for a fighter with 100 hps to look at a 100' cliff and go... I can survive and take a flying leap. With this method, you could take a bunch of LP damage in addition to EP's to make it more deadly.
Illness (reduce EP's by 25% for the duration of the disease). Simulates that they are not at full effectiveness for combat and other actions. Much easier to take LP's in combat.
Poison (could work the same way) as an illness it could also directly cause LP damage depending on the poison.
Paralyzed: Half or all of incoming damage goes straight to LP as you cannot defend yourself.
Healing spells: A cure critical wounds would restore EP's first and after all EP's are restored (i.e. refreshed the character), LP's would start to be healed. If you rolled a max on of of the heal dice, it would heal a LP in addition to the EP's . (example: cure critical wounds (4d8). If you rolled a 5,2,7,8 --- you would restore 22 EP's and one additional LP)
The point of all of this is that a DM can quickly and easily create effects that adjust the EP's up and down to simulate various in game effects and prevent the re-calculation of stats and mechanics.
Another example: Slow (temporary reduce EP's by 50%) as the character cannot dodge, roll, or otherwise reduce the damage coming in.
Dazed (EPs 25% for 2 rounds) after the 2 rounds they get the EP's back.
This is a hodge-podge of ideas and effects that I wanted to throw out there for people to comment/pick apart. The point of this is to not make the DCC RPG more complicated, but provide a very simple/easy mechanism to allow for a DM to dynamically effect a character without impacting the speed of game play.
Another optional idea to symbolize the physical wounds that are taken by a player, you could even do a -1 to ALL rolls after they take 1/2 their LP total in damage. No reduction of ability scores to force recalculations. Just make it a blanket -1 to everything.
The system is not complete by any means, but I think there is enough there for point of discussion on the pros vs. cons of this.
There have been many attempts in other game systems to develop a system that balances reality and speed for game mechanics. There are many times that a DM wants to create a situation where the players are operating under a handicap (i.e. poison, illness, or other effect) but do not want to totally eliminate the character from play. (i.e. bored and sitting out).
This idea is really directed at characters beyond 0-3 levels.
3e had an encyclopedia of conditions that a character could experience. Even after playing 3e for many years, I still have to look up some of the conditions. Many of those conditions would necessitate recalculation of attack bonus, HPs, skills... etc.
So would expanding out how HP's are done help streamline the process?
Here is my suggestion/idea (not 100% mine)...
A character will have two heath point (HP) stats. They will be Endurance Points (EP) and Life Points (LP).
EP's are very similar to current HP's. They will grow at each level that a character options. EP's will be consumed via various actions (combat, falling, and other actions). When all EP's are exhausted, any further damage will be directly applied against the LP's
LP's are more of a fixed number that will be based off of Stamina/Strength/Endurance. This is related directly to physical wounds taken by the character. LP's damage will accumulate until they hit zero, then a character will either be dead or dying.
What advantage does creating two different stats allow us as DM's? I am glad you asked and yes I do talk to myself.
This allows us to do various things like the following:
Combat damage: If you roll max damage on a die, you take one LP of damage in addition to the damage to EP's. If you roll a critical, you automatically take one additional LP of damage in addition to any LP damage that was rolled when calculating damage. This becomes more interesting when a fireball spell fires, each die is a potential of a LP of damage. If you roll 10d6 damage, you could potentially do up to 10 LP of damage (I had a thought of limited the max bonus LP damage to be = spell level). The reason for this is to add an element of danger for someone getting hit by a spell instead of just shrugging it off.
Falling damage: I always thought it was non-realistic for a fighter with 100 hps to look at a 100' cliff and go... I can survive and take a flying leap. With this method, you could take a bunch of LP damage in addition to EP's to make it more deadly.
Illness (reduce EP's by 25% for the duration of the disease). Simulates that they are not at full effectiveness for combat and other actions. Much easier to take LP's in combat.
Poison (could work the same way) as an illness it could also directly cause LP damage depending on the poison.
Paralyzed: Half or all of incoming damage goes straight to LP as you cannot defend yourself.
Healing spells: A cure critical wounds would restore EP's first and after all EP's are restored (i.e. refreshed the character), LP's would start to be healed. If you rolled a max on of of the heal dice, it would heal a LP in addition to the EP's . (example: cure critical wounds (4d8). If you rolled a 5,2,7,8 --- you would restore 22 EP's and one additional LP)
The point of all of this is that a DM can quickly and easily create effects that adjust the EP's up and down to simulate various in game effects and prevent the re-calculation of stats and mechanics.
Another example: Slow (temporary reduce EP's by 50%) as the character cannot dodge, roll, or otherwise reduce the damage coming in.
Dazed (EPs 25% for 2 rounds) after the 2 rounds they get the EP's back.
This is a hodge-podge of ideas and effects that I wanted to throw out there for people to comment/pick apart. The point of this is to not make the DCC RPG more complicated, but provide a very simple/easy mechanism to allow for a DM to dynamically effect a character without impacting the speed of game play.
Another optional idea to symbolize the physical wounds that are taken by a player, you could even do a -1 to ALL rolls after they take 1/2 their LP total in damage. No reduction of ability scores to force recalculations. Just make it a blanket -1 to everything.
The system is not complete by any means, but I think there is enough there for point of discussion on the pros vs. cons of this.