Negative HP variant [Archive] - Wizards Community

Post/Author/DateTimePost
kenicolo

03-15-07, 11:37 AM
Here is somethig i think of using in my next game. This gives more "Cinematic" and feeling of battle.

Does it need somme adjustment you think??

edit.
Negative HP

Your negative hit point = your total hit points but you get a penalty of 4 on every rollb, you’re speed is halved and you loose 1 HP per round when you reach this negative HP. You must make a fort save every time after you take damage while in negative HP. The DC = Negative HP.
Failure means you fall unconscious and become dying. When you’re negative HP is equal or bigger than your total HP you are dead and need resurrection. A successful save let you continue acting at the normal penalty.

Magical healing automatically stabilizes a dying character and awakens him but if he is still in negative HP he still suffer the same conditions for being in negative HP but since he is stable he does not loose 1 hp per round. This condition can only be removed by raising HP to a positive number.

To stabilize a dying character with a Healing check, you must roll once per round until the total of you check equal or exceed the current negative hp of the dying character and the check must be greater than 10 to be taken into account. The character regains consciousness only if you continue the check until the total equal or exceed his full HP

Ex. Bob is dying ant -37 on a maximum of -45 HP. Johnyboy the ranger will try to heal him. He make heal checks for a total of 3 rend (18, 15 17) for a total of 50, Bob has lost 3 HP during these 3 rnd for a new total of -40. Johnyboy has successfully stabilized Bob. But the enemies are defeated and Johnyboy wants to make Bob concious. So he continue his heal check until the total (including the last 50 he rolled) (20,12,15 ) for a total of 97 covering the negative HP AND the positive HP so now BOB regain consciousness but hasn’t recovered and still move at half speed ant take -4 on every action.

Temporary HP doesn't modify the negative HP total but can bring you back up to positive and so removing the penalties, reduced speed and the fort save.

With this variant, dying character can still stabilize naturally but since they get more time to stabilize with the enlarged negative hp, they roll 1D20 and stabilize on a natural 20.Natural stabilization bring back the character to conciousness.7
FoxmanFX

03-15-07, 12:50 PM
You may wish to consider the following:

* When reduced to negitive HP, make a Fort Save (DC=neg hp) or fall unconscious (and become dying).
* If in negitive HP and conscious, you are considered disabled. "You can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after the completing the act."
* Any time you take damage while in negitive HP make a Fort Save (DC=neg HP) or fall unconscious.
* if negitive HP > normal HP = dead
* Stabilization is a % roll =< Con score

Just a thought
kenicolo

03-15-07, 01:10 PM
* If in negitive HP and conscious, you are considered disabled. "You can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after the completing the act."

The reason i deliberatly did not use this is because it limits what a player can do when hut realy bad. They prefer being bad at doing something (half speed and -4 on every roll) then chosing between doing something or die...

Maybe changing the penality would be another way to balance it
bigboy5584

03-15-07, 02:00 PM
Well, take into effect that if you have a gash along your ribs and you are really hurting from it, i.e. -HP, than when you swing your sword you are going to tear that wound up nice and big. I think a combination of losing the 1hp and the penalties would be best. This is because you are effectively increasing their hp anyways and since they should be effectively dead then they should at least be reduced in their fighting prowess and should still have the fear of death looming over their heads. It should be, "I'm only at -32 HP don't bother healing me I'm going to go after the boss now I'll be right back." I just see issues like that coming from the fighter or barbarian of the group.
kenicolo

03-15-07, 04:50 PM
:clap: :cheer: :dancin: :rofl: :bow: :w00t: :heehee :pint: :mage:

Hell that's a great idea!! ! !
Kineon_War

03-17-07, 12:02 PM
I hate to be a negative nelly but -37 hp?!?
Why don't you just throw away the hit point system and make your characters unkillable?
For me as a player this would be boring.
I need risk for it to be interesting.
The best games are when you're down to 1 hit point and have your back against the wall but somehow pull through.
If a few characters die, then let them die.
kenicolo

03-18-07, 11:11 AM
When they get into negative they will think: **** the next hist may be my last!!! (recieve 12 damage and he is now at -25 and must succeed on a fortitude save DC25 or now fall inconcious.

In fact this system extend the players hp for only as hight as their fortitude save. Hey...who could succeed on a fortitude saving throw DC more than 30...this is damn hard even for high level character. the guy fail his save and fall and cant act and is dying. He gets to be healed only when he reach -70 and now even the smallest damage thing will put him again dying.

This will extend the moment where there is a feeling of urgency instead of the guy who take damage and is killed with no chance to get healed and no feeling of beeing badly wounded.

In a heavy battle a guy that get stabilized at -40 yess can keep fighting BUT he become a one shot corpse if he take damage and would need to cure back to positive hp.

This system weaken healing spells
Decinious

03-18-07, 12:54 PM
Seems like a bit much... We use negative con rather then the basic -10 for death.