HP Variant question [Archive] - Wizards Community

Post/Author/DateTimePost
Aryxbez

09-13-07, 11:39 PM
I have been thinking about these two hit point variants, however I must question their balance.

So what do you guys think of the Injury HP variant (http://www.d20srd.org/srd/variant/adventuring/injury.htm) ? It seems like something I might use in a fantasy like western game of mine. However, how balanced is it truly? As it looks like to me the High levels would likely fall apart with this. Of course I guess I would have to do an analysis on it, which I will consider doing later perhaps.

Also, what do you guys think of the Reserve points variant (http://www.d20srd.org/srd/variant/adventuring/reservePoints.htm) ? I think it might work out for my current campaign, as it is low-magic and my PC's tend to lose alot of HP, also mostly warrior types (Chose to). So I was thinking of using this rule as this would make them not have to use as many potions. Also I think it is balanced as it takes a minute for the healing, also kinda cool that you can be traveling and still get hp back form RP.
runestar

09-15-07, 03:18 AM
So what do you guys think of the Injury HP variant ? It seems like something I might use in a fantasy like western game of mine. However, how balanced is it truly? As it looks like to me the High levels would likely fall apart with this. Of course I guess I would have to do an analysis on it, which I will consider doing later perhaps.

Seems problematic at higher lvs. Even if a foe manages to deal 50 damage on a successful hit, a fighter will have no problems making that dc25 fort save (base12, con30, cloak of resistance+5 etc). And this is not cumulative, so the foe actually has to deal well over 100 points of damage/hit before the fighter actually has a chance of being "injured", and even then, he succeeds on a roll of 4 or more.

Mages would have no problems dealing this sort of damage, but melee types seem unfairly screwed. In the very least, I would increase the dc of each successive save by +1 or something, and this resets after every encounter.

Not sure what to make of the reserve point variant though.
Aryxbez

09-17-07, 05:56 PM
Well I do agree that the save should increase by +1 everytime you are hit, so that way you face the inevitable 100 DC Fortitude save. Although that will never happen of course.

Also I was thinking of using this for a Fantasy western game,(Got humans,dwarves, halflings, and the JANGO (http://forums.gleemax.com/showthread.php?t=915024))

I think I am going to detail my Idea for this in the campaign thread. Otherwise, do you find any problems with the Injury variant in a western like setting?
runestar

09-17-07, 11:05 PM
I don't see how the setting would matter. How different would it be? Guns and stuff? Then maybe injury points would not be so realistic, considering the average player would need quite a lot of gunshots to kill.
Talisman

09-18-07, 12:09 AM
Green Ronin's Advanced GM's Guide has a "low hp" variant you may like. Essentially, you gain 1 HD at 1st and 2nd levels, then 1 hp every time your BAB goes up, meaning a high-level fighter might have 30-40 hp. To compensate, multiple-die damage effects are minimized--10d6 fireball does 10 damage.

I plan to use it for my "gritty dark fantasy" campaign.
Aryxbez

09-18-07, 11:20 PM
Interesting, however I think Death would be too easy with that Green Ronin Variant. However that is a nifty idea, so maybe I will use it.