Healthbar (New HP System) [Archive] - Wizards Community

Post/Author/DateTimePost
JimProfit

11-02-07, 03:39 AM
It's more video-gameesque. Rather then them gain HP each level, from first level above they roll for healthbar, they only do this once, but can take a better result if they roll better next-time.

For example, Phil the barbarian rolls a 3 on his d12, he has a healthbar of 3, next level he rolls a 6, so now it's 6 instead of 3.

You add con-modifier to your healthbar, but again, only once..


How the healthbar works is whenever you take damage you rolled a percentile die, preffbly 2d10 instead of the clunky 1d100 die, alternative if you like those big hulking balls, roll 2d100.

The reason I say this is look at each d10 and consider both results, if damage dealt is greater then either result, your character takes damage to a healthbar. If all healthbars are damaged, they die.

Healing:
This will require a bit more taking notes, but is worth it. Healing spells can't cure healthbars, only healpoints, which are designated "inside" healthbars. Here's an example.

Phil the barbarian took 3 damage against a ghoul's claw attack and lost one healthbar, another time Phil lost a healthbar by taking 6 damage against a club.

The cleric can choose to either heal healthbar X or Y, if he cures an amount equal to the damage noted on X or Y, the healthbar is restored.

Resting:
Eight hours of sleep heals one healthbar.

Heal Skillcheck:
You can heal one healthbar by making a heal skillcheck equal to the amount of damage on that healthbar. However, each time you peform this skillcheck within 24 hours, the DC increases by +1.

Say you tried to heal phil's 6 damage bar. DC 6. Not hard at all.
Now you're trying to heal his 3 damage bar, DC 4 cause you already used the 0 1/day heal-check. Still not really hard.

Potential To Kill:
Evidently only characters with 1 or 2 healthbars have anything to really worry about. Because damage only can really "insta-kill" a character of up to two healthbars. This lowers the overall level gap in power, while retaining the threat of monsters.

Massive Damage:
Still applies, equal to you con-score or more. However, instead of death. Massive damage simply makes you disabled for 1d4 hours. The fort save against massive damage is still 15.
CryoSilver

11-02-07, 03:55 AM
English is not your first language?

I do not like this system at all. It's far too complicated, and it turns damage into an "all or nothing" deal. By this system, a cat scratching your leg will hurt you much as a red dragon chomping down on your head: 1 health bar. Furthermore, since you roll 2d10 to determine if damage is taken, instead of varying it between classes, a wizard is going to be as likely to survive a hit unscathed as a barbarian.

What is the POINT of this system? It's needlessly complicated, and doesn't make the game better in an appreciable manner. What does it hope to accomplish, in other words? Are you trying to make the game more video game-like? Hit points are as video-gameish as you can get; they're unrealistic enough as it is. This "healthbar" system is turning combat into a crap-shoot at low levels, or at higher levels (when damage is guaranteed to be over 10 every time), a boring drudgery of "I can take exactly X hits before I need to be healed."
itsonlyme

11-02-07, 06:02 PM
now wouldn't this completely negate spell use a disintegrate spell has the same chance to do one health bar as magic missile? Except if u got hit with disintegrate the only way u could heal it is to use the heal spell or one days rest?
Rustmonster

11-02-07, 07:09 PM
This sounds nothing like a videogame. Just because you add the word "health bar" to the title does not mean it is like a video game. This is a confusing and rather unfun sounding variant.
JimProfit

11-02-07, 10:43 PM
now wouldn't this completely negate spell use a disintegrate spell has the same chance to do one health bar as magic missile? Except if u got hit with disintegrate the only way u could heal it is to use the heal spell or one days rest?
Disitegrate wouldn't be able to apply well to this, you would have to be at your last one or two healthbars to properly compare them. Once you "die" your body would be disintegrated.

Kindof nerfs the spell, but then that's good in a way. Spells can afford to be nerfed.


Magic missle remains cheap as ever. You could theoreticaly let the missles blast the character individual for seperate damage each. 1 to 5% here and 1 to 5% there for losing a healthbar.

As such, magic missle will probably be limited to two missles. You can take a feat [Advanced Magic Missle] to increase it by another missle, but no-more then four as before.