Armor Conversion, Slower Healing,Altered Massive, and Death & Dying: [Archive] - Wizards Community

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icote

05-16-05, 03:23 PM
Armor Conversion, Slower Healing,Altered Massive, and Death & Dying:

I'm about to start a Eberron campaign using a few of the alternate HP rules in AU:

Armor as Damage Conversion: Basically Not only does armor add to AC, but it converts a like number of damage into Non-Lethal. and adds DR vs the same amount of Non-Lethal Damage (Natural AC doesn't count-saves me the trouble with regen, and fast healing)

Slower Healing: Healing spells convert damage into non-lethal.

Altered Massive damage: Massive Damage threshold is equal to CON + (Level X 2), with increased saves for every 10point of damage over. Failed saves drop the PC to 0, and they make saves based on Death and Dying(or Staggared and Unconscious more on this later)

Death and Dying: When reduced to 0 hit points, you make a save to either become disabled or dying. Just as described in the book.

Basically, this all sounds complicated, but I think I've come up with an easy way of dealing with it. Poker Chips for hit points. Players have a total number of poker chips equal to their hitpoints. The poker chips are stacked in three piles in front of them: current HP, Non-Lethal Damage, and Damage. As a player takes damage he moves chips from the current HP pile to the Non-Lethal Damage, and Damage pile as appropriate. States are assigned based on where the chips are:

(Using a bit of algebra to make my point, but its totally not needed in play)
X or Y=some number other than 0, and T= Total hitpoints.

X/Y/T-X-Y = Up and about.

0/X/T-X = Staggered or Unconscious
(using save here also to determine which, uses rules similar to
Death and Dying with Disabled = Staggered, Dying = Unconscious)

0/T/0 = Staggered or Unconscious
(using save here also to determine which, uses rules similar to
Death and Dying with Disabled = Staggered, Dying = Unconscious)

0/0/T = Disabled or Dying based on Death and Dying rules.

If someone is Staggered or Unconscious and takes additional damage it moves damage from Non-Lethal to Lethal and forces another save.

Healing would move chips from the Damage pile to the Non-Lethal Pile, and time would move chips from the Non-Lethal Pile to the Current HP stack.

The end result is that armored PCs and NPCs are more likely to be knocked out before they are killed, and healing while still being able to save a PC from death doesn't necessarily bring them back into the fight. Also, the Massive Damage rules combined with Death and Dying means that PCs are still going to be wary of combat since a good critical can drop them, but even if they are low on hit points a big hit doesn't necessarily mean they're dead.

Anyone doing something similar? Or have any info on how the above rules work together? I'm also toying with the idea of using Recharge Magic but thats another ball of wax.