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| Kenneth.T.Cole05-14-05, 12:39 AM | The following Rule Variances were designed to make combat in game more realistic and require more tactics without changing the base rules in any way. Please be aware this is copied from a Word document and it may be difficult to read the formatting. I can e-mail the document to anyone interested. Critical Injuries By Kenneth T.Cole Table 1-02 Critical Injury Locations and Results Location Portion Called shot Critical Injury relative to hit penalty to body of target One-Quarter Body -2 Wounded One-half Center Torso -4 Vitally Wounded or Dazed Three-quarters Arm -7 Maimed: Arm or Wounded Leg -7 Maimed: Leg or Wounded Nine-Tenths Head -10 Dazed or Deprived: Partially Blinded, Partially Deafened, or Mute Hand -10 Maimed: Hand Foot -10 Maimed: Foot Miniscule Eye -13 Deprived: Partially Blinded Ear -13 Deprived: Partially Deafened Mouth -13 Deprived: Mute Neck -13 Wounded or Deprived: Mute Finger -13 Crippled: Finger Toe -13 Crippled: Toe In the standard rules for critical hits, it says that damage is multiplied, representing the striking of a vital organ or a crippling blow to a limb. In the following rule variance, a critical hit can also result in continued and debilitating effects. When a critical threat is rolled, the player rolls for a critical hit as normal. However, if he successfully hits again, not only does he deal increased damage, but the target must make a Fortitude save or suffer further Critical Injuries. Before the victim rolls their saving throw, the DM should decide where the hit landed. This is up to the DM, and should be decided based on the circumstances. In situations where only certain parts of the opponent can be reached, then the DM would not allow a critical hit there (for example, a halfling attacking a giant shouldn’t have a chance of hitting his opponent in the head). If the DM wants to make a quick decision, always choose the Body. If there are more than one possible Critical Injuries listed, then the DM chooses the effect. This fort save is made against 10+( ½ attacking character level) + (attacker’s strength modifier). As normal, a 1 always fails and a 20 always saves. Success means the character only takes the critical damage. A failure means the character takes both the critical damage and a Critical Injury. The following is the list of Critical Injuries: Wounded: The wound begins to bleed for 1 point of damage per round thereafter in addition to the normal damage the critical deals. Multiple wounds result in cumulative blood loss. Bleeding can only be stopped by a successful Heal Check (DC 15) or through the application of any cure spell or other healing spell. When the character drops to negative hit points the wounding effect does not cause hit point loss to be more than the normal 1 hitpoint per round. Vitally Wounded: A vital organ is struck, causing severe bleeding and pain. The character suffers the same effects as being wounded, but also suffers a –2 penalty to all checks/rolls that require physical exertion or concentration. This penalty, like being wounded, can be cumulative. Dazed: This is an injury to the head, or any primary nervous center. The injured is Dazed until the wound is healed (see DMG P.83 for a description of dazed). Maimed: This is an injury to a limb, such as a leg, foot, hand, arm, tentacle or tail. The limb is injured so badly that it is unable to be used. The exact effect depends on the nature of the limb: Arm: Any action with that arm suffers a –4 to hit penalty until the injury is healed. Spell casting has a 10% chance of spell failure if using somatic components with a spell that requires both hands. Hand: Any object held in that hand is dropped. Thereafter trying to hold something with that hand isn’t possible until the injury is healed. Spell casting has a 20% chance of spell failure if using somatic components with a spell that requires both hands. Leg: If the injured was running with that leg, they trip and fall. Thereafter movement is reduced to one half a walk. If all of the injured’s legs are disabled, move is reduced to a 5 foot stagger, crawl or stumble each round. Foot: If the injured was running with that foot they trip and fall. Thereafter movement is limited to walking only. If all of the injured’s feet are disabled, move is reduced to 5 feet each round. Deprived: This is an injury to a sensory organ, such as an eye, ear or even mouth. The attack has seriously injured the organ and causes deprivation of the sense until the injury is healed. Effects are based on the organ that suffers the injury. These effects are described in the DMG P.83-84 One Eye: Partially Blinded; 25% chance to miss; opponents gain a +2 bonus on attack rolls against the injured. Spot, search and other visual checks suffer a –4 penalty. Both Eyes: Blinded (DMG P. 83) One Ear: Partially Deafened; -2 penalty to initiative checks, 10% chance of spell failure when casting spells with verbal components. Listen and other hearing checks suffer a –4 penalty. Both Ears: Deafened (DMG P. 84) Mouth: Mute; the injured cannot vocalize words, but can make noise. Verbal components are impossible. Crippled: This is an injury to a tiny extremity, such as a finger, nose or toe. The attack has completely destroyed the extremity. If it was a slicing or piercing attack the extremity may have survived but is no longer attached. The injured suffers the effects of being wounded, and any action taken with the part of the body where that extremity was suffers a –2 penalty until the injury is healed. If it was a toe that was severed then base move is reduced by 5 feet. Reattaching a severed extremity successfully takes a Healing Check (DC 35), or a cure spell with a corresponding Healing Check (DC 20). If someone places the extremity in place and a Heal spell is cast on the injured person then no Healing Check is required to reattach it. Magical Item effects and Criticals: Some magical weapons grant benefits when making called shots. Sharpness: Magical weapons with this property must be slashing weapons. Critical Injuries resultant from a Blade of Sharpness are much more severe, sometimes crippling. Limbs may be completely severed. When the wielder scores a critical, it results in an instant Critical Injury. If the fort save is failed then it results in a Crippling Injury. Crushing: Magical weapons with this property must be crushing weapons. Critical injuries resultant from this weapon are much more severe. A critical from a Weapon of Crushing can be permanently crippling. Limbs may be completely smashed. When the wielder scores a critical, it results in an instant Critical Injury. If the fort save is failed then it results in a Crippling Injury. The following is the list of Crippling Injuries: Table 1-03 Sharpness/Crushing Critical Injuries Example Critical Injury (succesful) Crippling Injury (failed) Body Wounded Vitally Wounded or Dazed Center Torso Vitally Wounded or Dazed Mortally Wounded Arm Maimed: Arm or Wounded Crippled: Arm & Wounded Leg Maimed: Leg or Wounded Crippled: Leg & Wounded Head Dazed or Deprived: Partially Blinded, Partially Deafened, or Mute Disabled: Partially Blinded, Partially Deafened, or Mute Hand Crippled: Hand Crippled: Hand & Wounded Foot Crippled: Foot Crippled: Foot & Wounded Eye Deprived: Partially Blinded Disabled: Partially Blinded Ear Deprived: Partially Deafened Disabled: Partially Deafened Mouth Deprived: Mute Disabled: Mute Neck Wounded or Deprived: Mute Decapitated Finger Crippled: Finger Crippled: Finger Toe Crippled: Toe Crippled:Toe Mortally Wounded: A vital organ is destroyed, causing terrible bleeding and agonizing pain. The character suffers the effects of being wounded twice (2 points per round), but also suffers a –4 penalty to all checks/rolls that require physical exertion or concentration. This penalty, like being wounded, can be cumulative. Casting any spell requires a concentration check DC 25. What more, the wound is so severe that no normal healing or cure spell can remedy the wound. Even if the character is returned to maximum hit points, internal bleeding will continue at a rate of 1/hour. This internal bleeding can only be cured by means of a Healing Check at DC 45 or a Regenerate spell. Crippled: This is a crippling injury to a limb, such as a leg, foot, hand, arm, tentacle or tail. The attack has completely destroyed the extremity. If it was a slicing or piercing attack it may have survived but is no longer attached. The injured suffers the effects of being wounded and has penalties for pain and shock. All actions are made at a –4 penalty, and a concentration check must be made to cast any spell at a DC of 25. Reattaching a severed extremity successfully takes a Healing Check (DC 35), or a cure spell with a corresponding Healing Check (DC 20). If someone places the extremity in place and a Heal spell is cast on the injured person then no Healing Check is required to reattach it Arm: The limb is gone. Two-handed weapons cannot be wielded. Any skill or action that requires two arms cannot be done. Spell casting has a 20% chance of spell failure if using somatic components with a spell that requires both hands. Hand: The hand is gone. Any object that was held in that hand is dropped. Spell casting has a 20% chance of spell failure if using somatic components with a spell that requires both hands. Leg: The limb is gone. The injured immediately falls prone. Thereafter movement is reduced to a 5-foot stagger, crawl or stumble each round; until the wound is healed. Thereafter movement is reduced by ½. Foot: If the injured was moving with that foot they trip and fall. Thereafter movement is limited a 5-foot stagger, crawl or stumble each round. Base Movement is reduced by 10 feet. Finger: The finger is gone. Any action taken with the part of the body where that extremity was suffers a –2 penalty until the injury is healed. Toe: The toe is gone. Any action taken with the part of the body where that extremity was suffers a –2 penalty until the injury is healed. Base Movement is reduced by 5 feet. Disabled: This is a crippling injury to a sensory organ, such as an eye, ear or even mouth. The attack has permanently injured the organ and causes deprivation of the sense until restored by some extraordinary means. Effects are based on the organ that suffers the crippling injury. These effects are described in the DMG P.83-84 One Eye: Partially Blinded; 25% chance to miss; opponents gain a +2 bonus on attack rolls against the injured. Spot, search and other visual checks suffer a –4 penalty. Both Eyes: Blinded (DMG P. 83) One Ear: Partially Deafened; -2 penalty to initiative checks, 10% chance of spell failure when casting spells with verbal components. Listen and other hearing checks suffer a –4 penalty. Both Ears: Deafened (DMG P. 84) Mouth: Mute; the injured cannot vocalize words, but can make noise. Verbal components are impossible. Decapitated: The head, or such, is completely severed at the base or neck. Unless the target has some special benefit that allows it to live otherwise (such as two heads), the target is instantly slain. Called Shots Normally an attack is aimed at a target’s center of mass, and if it makes contact anywhere then you’re probably happy. Combat happens fast, in six seconds a lot can happen, and targeting a specific location on your opponent is very difficult. You’re moving, they’re moving, and things like swords, shields and armor are constantly getting in the way. As a standard action an attacker may target a specific location on their opponent. There is a to hit penalty depending on the proportional size of the body part being targeted. On a successful hit all the damage is inflicted to that location. However, there is no special benefit for all the damage being applied to a specific location unless a description of the opponent says there is (such as a Lernean Hydra’s necks). If a called shot results in a critical, the Critical Injury is not at the whim of the DM, but rather decided by the location hit. Hence, if you target the arm and hit with a critical, then the Critical Injury would either be Maimed: Arm or Wounded. The attacker chooses which. Armor and Called Shots: When determining the AC of an opponent when making a called shot, the DM has to decide if that part of the body is protected by armor. Magical deflection, dexterity, dodge, and circumstantial bonuses always apply; however, natural and armor bonuses (including the relative enhancement bonus) may not apply. For example, if you attack someone who is in full plate but not wearing a helmet, you can make a called shot for the head without the full plate armor bonus applying. However, the DM should also consider the size of the weapon when considering if the armor applies. Just because a helmet has a slot for the eyes doesn’t mean a called shot with a mace for the eye doesn’t take into consideration the helmet armor bonus. However, a rapier might be able to avoid that armor bonus. The DM may also decide to apply a flat –4 to hit penalty for anyone trying to attack through a small opening in armor. This is a good rule of thumb that helps avoid people taking advantage of the rule. Size differences and Called Shots: An attacker can only make a called shot for what he can aim for. Therefore, in most cases, an attacker can only make a called shot against an opponent within two size ranges of himself. Thus, a Small character can make a called shot on a large creature, but nothing bigger. Vice Versa, a large character can make a Called Shot on a small creature but nothing smaller. The attacker should also only be allowed to make called shots against targets that could logically be reached. An ogre probably will lean down to attack a Halfling, so in that case the Halfling could make a called shot for the neck or head. However, if the Ogre has a ten foot spear in hand, he probably isn’t going to get his face too close to the Halfling wielding the Vorpal Short Sword. The DM must always take these things into consideration before allowing a called shot. In some circumstances the DM might allow a called shot against something much larger or smaller than the character. A Halfling could make a called shot for a giant’s toe. A Human could make a called shot for a Pixie’s wing. The DM should modify the to hit penalties appropriately. The Toe of a Giant should be a lot easier to hit for a Halfling, while the wing of a pixie should be almost impossible for a human to hit. The DM must use his/her best judgment in these cases. Called Shots, and missing: In most cases if a character makes a called shot and misses, they will miss entirely. Most targets (hands, legs, arms, and head) have to be aimed for away from the central body. In those cases it is very unlikely that the swinging blow will miss the called shot but still land with significance on another part of the body. However, there are some circumstances where this could happen. For example, if the character aims at an eye, and just barely misses then he probably still hit the head. In those cases the DM may check to see if the attack would have hit the next logical location (taking into consideration the to hit penalty of a called shot on that location). If the miss would then become a hit, then the DM may allow it to be considered a successful hit on that new location. This is entirely up to the DM, though, and could unbalance things. Other issues come into question in these cases, such as size of the attacker, or weapon, or proximity of a hand to the body. Such complexities can slow down combat and may make this option not worth pursuing. Once again the DM must use her/her best judgment. Called Shots and Sneak attacks: A called shot may be made with a sneak attack, but it is still a standard action. A sneak attack is an attempt to make a critical injury, but without a to hit penalty it is still chancy. Taking the time to make a called shot may make the attack more difficult, but success could be just what the attacker was seeking. Parry & Disarm Though the Player’s Handbook describes rules on Disarm, there is no rule for parrying an attack. Parrying is the technique of applying your skills with a weapon to block an opponent’s attack. The PHB offers two simple methods to represent this. Fighting Defensively is reducing your effectiveness in attacking in exchange for a lesser enhancement to defense. Expertise allows you to transfer base attack bonus to AC, but neither of these allow you to truly apply all of your combat skill to defense. The art of parrying an attack is one that is honed. It is intended to draw combat out and wear your opponent down. You use parry as a tactic, to set your opponent up for a surprise attack, or to make them underestimate your skill. Or, you might use parry to avoid hurting someone who is attacking you, such as someone who is under a confusion spell. Thus, it is important to have a parry rule. Parry As a melee attack, you may make a parry attempt before your own turn in that round. By declaring a parry before your opponent actually makes their attack roll, you are deciding in advance to make a melee attack action on your coming turn and perhaps even to not move more than five feet. The parry attempt is in forfeit of an attack during your upcoming turn in the current melee round. Parrying does not provoke an attack of opportunity. You and the attacker make opposed attack rolls with your respective weapons. If the weapons are different sizes, the combatant with the larger weapon gets a bonus on the attack roll of +4 per difference in size category, and no weapon more or less than two size categories in difference may be used to parry. If the attacker is using a weapon in two hands and the person parrying is not, the person parrying gets a -4 penalty. The attacker is trying to hit your armor class. You are trying to beat your opponents total to hit roll. Treat this like a normal attack, with all corresponding bonuses. If you beat the attacker, the attack is parried. If you fail, then the attacker has successfully hit you, and the attacker should continue with critical and damage rolls as normal. Shields and bucklers can be used to parry as well. However, the AC bonus is already counted into the defender’s AC, so there is no special bonus for parrying with a shield. A shield parry is usually considered an off-hand attack. Any parry made with an off hand suffers all the normal to hit penalties. It is possible to parry with an unarmed attack, but doing so is really just allowing the damage to be inflicted in one location. However, a metal bracer or buckler may be used to parry without suffering damage. If the person parrying rolls a threat for critical, and would still have parried, it is possible that damage was done to the attackers weapon. However, if the attacker rolled a critical and was still parried, it is possible that the parrying weapon was damaged. In these cases treat the resultant damage as you would a successful “Strike a Weapon” (PHB P. 136). Characters with multiple attacks may opt to use multiple parries in a round. To do this they simply are devoting themselves to a full attack action on their initiative, which means when their turn comes they cannot move more than five feet and may have already used up all their attacks with parries. What more, you must parry with what you have in hand. In other words, even if you intend to use your long sword to attack on your turn, if all you have out is your axe and you need to parry, you may only parry with that axe. You cannot draw a weapon to parry (unless you can do so as a free action due to special abilities or feats). When attempting to parry, and using a full attack action, your parry always uses the first attack bonus. You are beginning a flurry of attacks, and the first are always the most accurate. For example, Mark has four attacks. Three due to his level and another attack –at full attack bonus- due to haste.. (+22/+22/+17/+12). Two 12th level orc fighters attack him before he can get his initiative turn. He parries two attacks from the first (+22, +22), and one from the second (+17). The second orc’s second attack gets through. Now it is Mark’s turn. He uses his five-foot move to step away from the other orc. He has only one attack left (+12) and uses it on the orc that hit him. Parry cannot be used to block attacks of opportunity; nor can Parry be used when taken by surprise (that is, until the character’s initiative comes up). Disarm, making it more difficult The PHB on P. 137 says that a Disarm is a simple opposed attack roll, with the only penalties being that your opponent gets an attack of opportunity and can attempt to disarm you back. However, the fact is that disarming a person truly skilled at fighting with a weapon is much more difficult than attacking a weapon or even parrying. The person must make a mistake in order to be disarmed. The rule within the PBH simply doesn’t meet the reality of disarming. However, it is a simple rule and for DMs who do not have problems with the rule being abused in their game, it may not be necessary to choose the following optional rule variance. For those who do want another option, though, there is the following rule variance for Disarm: Disarm, optional rule variance As a melee attack, you may make a disarm attempt. You and the defender make opposed attack rolls with your respective weapons. If the weapons are different sizes, the combatant with the larger weapon gets a bonus on the attack roll of +4 per difference in size category but no weapon more or less than two size categories in difference may be used to disarm. If the attacker’s roll beats the defender’s roll, then a disarm is possible. The defender must make a reflex save+ strength bonus (x.15 if wielding a two handed weapon) against 15 + Attacker’s melee attack bonus (without weapon enchantment bonuses). Failure means the defender is disarmed, the weapon drops into a five-foot square immediately adjacent to the defender, and direction is the attacker’s choice. If the defender’s roll beats the attacker’s roll, then the disarm failed and the defender has two options. The defender could force the attacker to make a reflex save to avoid a disarm (same rules as above), or he may use his attack roll as an attack of opportunity to hit his opponent. In this case the attacker cannot make a parry. New Magical Items Vorpal: Magical weapons with this property must be slashing weapons. This weapon functions in all ways like a Sharpness weapon, except that the character has no to hit penalty when making a called shot for the neck. Crushing: Magical weapons with this property must be crushing weapons. Critical injuries resultant from this weapon are much more severe. A critical from a Weapon of Crushing can be permanently crippling. Limbs may be completely smashed. When the wielder scores a critical, it results in an instant Critical Injury. If the fort save is failed then it results in a Crippling Injury. New Feats Improved Called Shot [General] You are highly skilled at knowing where to attack an opponent and thus can make multiple called shots. Prerequisite: Dex 12+, Expertise, Base attack bonus +6 or higher Benefit: You may make called shots as melee or ranged attack actions; thus allowing you to make multiple called shots, such as with the Full Attack action. Normal: See above. Epic Called Shot [General] You are so adept at making called shots that your critical hits always cause Critical Injuries. Prerequisite: Dex 25+, Expertise, Called Shot, Improved Called Shot, Base attack bonus +20 or higher. Benefit: Any critical you make with a called shot is automatically considered a Critical Injury. The injured does not get a saving throw to avoid the Critical Injury. Free Parry [General] You get a free parry. Prerequisite: Dex 13+, Expertise, Base attack bonus +3 or higher Benefit: You may make a single Parry every round of melee combat without sacrificing an attack action. Normal: See above. Riposte’ [General] You get an Attack of Opportunity against an opponent who you have just successfully parried. Prerequisite: Dex 13+, Expertise, Free Parry, Base attack bonus +6 or higher Benefit: After making a parry, if successful, you may then get an attack of opportunity against the opponent you just parried. Only one riposte’ may be made per round, no matter how many attacks of opportunity you are allowed or how many parries you make. One Attack of Opportunity per opponent is still the rule. Normal: Parrying does not normally result in an attack of opportunity. Expert Disarm [General] You are particularly skilled at disarming your opponents in melee combat. Prerequisite: Int 13+, Expertise, Improved Disarm, Base attack bonus +9 or higher Benefit: If you succeed you can either send the weapon ten feet away, in whichever direction you choose, hitting exactly where you want; or you may capture your opponent’s weapon. Capturing a weapon means you have seized it. Normal: See above. Adapt to Crippling Injury [General] With hard work, and perhaps some prosthetics, you have overcome the difficulties of a crippling injury you have received. Prerequisite: None Benefit: The penalties of your Crippling Injury are reduced. Special: You may take this feat multiple times, once for each Crippling Injury. Crippled; Arm: The limb is gone, but you have learned to overcome the difficulties of the missing the limb. Any skill or action that normally requires two arms can be done with a –4 penalty. Spell casting that normally requires two hands for somatic components can be relearned without suffering a chance of spell failure. Crippled; Hand: The hand is gone, but you have learned to overcome the difficulties of the missing limb. Two-handed weapons can be wielded with a –4 to hit penalty. Any skill or action that normally requires two hands can be done with a -4 penalty. Spell casting that normally requires two hands for somatic components can be relearned without suffering a chance of spell failure. Crippled; Leg: The limb is gone, but you have learned to overcome the difficulties of the missing limb. With the use of prosthetics or some sort of crutch, movement is only reduced to ¾ instead of ½. A full move can be made if a reflex save is made at DC 15 for every 5 feet moved. Failure means the character falls prone. Crippled; Foot: The foot is gone, but you have learned to overcome the difficulties of the missing limb. Base Movement is reduced by only 5 feet instead of 10 feet. With the use of a prosthetic, the character is returned to normal Base Movement. Crippled; Finger: The finger is gone, but you have learned to overcome the difficulties of the missing extremity. You no longer suffer any penalties. Crippled; Toe: The toe is gone, but you have learned to overcome the difficulties of the missing extremity. You no longer suffer any penalties. Disabled; Partially Blind: You have been blinded in one eye, but you have learned to deal with the difficulties. You no longer have an automatic chance to miss, nor do your opponents get a bonus to hit you. However, you still suffer a –4 penalty to spot, search and other visual checks. Disabled; Blinded: You have been blinded, but you have learned to overcome some of the difficulties. This feat does not replace Blind-Fight, but does eliminate some of the other (non-combat) penalties. You suffer only half the usual speed penalty (so ¾ instead of ½), which used in conjunction with Blind-Fight allows for full movement. Strength and Dexterity Skill checks that can be done by feel suffer no penalties all others suffer only a –2 penalty. The character may pick up a skill in a special means of writing and reading that allow reading by touch, such as Knowledge (Brail). Disabled; Partially Deafened: You have been deafened in one ear, but you have learned to deal with the difficulties. You no longer have an initiative penalty or chance of spell failure when casting spells with verbal components. You still suffer the –4 penalty to listen and other hearing checks. Disabled; Deafened: You have been deafened, but you have learned to overcome the difficulties. You only suffer a -2 initiative penalty. Spells may be relearned without verbal components, thus allowing no chance of spell failure. Such spells are increased in casting time, usually from 1 action to 1 round. Disabled; Mute: Not Applicable. A character may pick up a skill to communicate by some other means, but it is impossible to recover from losing ones ability to vocalize. Spells may be relearned without verbal components, thus allowing no chance of spell failure. Such spells are increased in casting time, usually from 1 action to 1 round. I hope you find these rules of some use. Kenneth.T.Cole 05/13/2005 |
| weasel fierce05-14-05, 01:59 AM | Interesting, though I think the first place to look for realism is a dramatic reduction of hit points. The HP system runs direct counter to realism or combat simulation. |
| Kenneth.T.Cole05-14-05, 07:33 PM | I too always thought hitpoints was an odd way to manage a character's condition. I've always much preferred systems like that track a characters condition in levels rather than specific numbers. D20, though, uses hitpoints at its core. It is a base element in the game system. Like I said, I wasn't seeking to change the base rules, but rather offer optional ways to enhance the system. I personally don't recommend changing the base rules in the D20 system. If you did you would have to change so many other aspects of the game (Spells, Healing, Weapon Damage, Strength modifiers to Damage, chances to hit, the characteristics of armor, etc...). I only suggest changing peripheral rules, such as Parry and Disarm. In these cases they don't affect the core system, but simply enhance what is already there. The basic Parry and Disarm rules are simple and usable for any novice players, but being a Epee'ist myself, I prefer a set of rules for melee combat that more closely reflect the difficulty of Disarming and the actual method of Parry. Again, though, I wasn't trying to rewrite the rules, just offer some minor changes. Regarding D&D, what you have to keep in mind is that hitpoints don't represent how many swords you can have run through you before dying, but rather a wide variety of factors. A character's constitution and 1 point from each hit die truly represents a character's physical "meat". However, the rest of it is a measure of a character's ability to avoid serious injury and their increase in will to maintain action despite serious injury. For example, a 4th level fighter is much more experienced in combat than a 1st level warrior. He knows how to turn with a blow, therefore suffering only slice rather than piercing stab from a spear. He is also grizzled, though, being able to stomach a crushing blow from a mace much better than a 1st level warrior. If you are looking for a better way to make hitpoints fair, consider getting rid of the hit die roll. Dice rolls for damage make sense because they measure a character's luck on an attack (with to hit rolls and criticals representing skill. Damage dice are luck, falling in the range of the weapons potential and increased by strength and sometimes skill. Hit dice rolls really don't make sense. It is like saying your skill at rolling with blows and pressing on when seriously injured increases randomly each level. I suggest instead giving everyone the average hit points of their hit die each level, with the option of rolling. A Fighter would therefore always get 5+con bonus every level. A Wizard would always get 2+con bonus. By offering the die roll you keep the variance in the game. Player's would feel more comfortable with the idea that they can choose to take the random chance. Now, you would have to make this decision for their enemies as well. Would you give every monster average hitpoints or would you roll for them? Some monsters could be more experienced at fighting than others. Another option is a Skill. You could make the increase of hitpoints based on skills. Everyone would get their 1+Con bonus per level, and if they want anything above that they would have to spend skill points. How many ranks they have in that skill would determine how many hit points they get (based on the kind of hit die the character gets). Skill: Avoid Injury The character learns to turn potentially serious injuries into minor ones and gains the willpower to keep on fighting despite pain and suffering. Every rank in this skill increases a character's hitpoints by a number based on the character's base hit die. The character can gain no more ranks than allowed by his base hit die. See the chart below for those numbers. However, if the DM opts for this option he does so in lieu of hit dice rolled each level after first. The character gets full hitpoints at first level, determined by base hit die plus constitution modifier. Thereafter the character only gains 1+constitution bonus in hit points every level. Skill points must be spent in this skill, for hit points to be increased. Hit Die Hit Point / Rank Max Ranks gained/Level D12 3/rnk 4 D10 2/rnk 5 D8 2/rnk 4 D6 2/rnk 3 D4 1/rnk 4 For example, Kalon is a 1st level fighter with a Constitution of 14. He starts with 12 hit points (10+2). When he reaches 2nd level he gains 3 more hitpoints automatically (1+2). He then puts two ranks in Avoid Injury and gains 4 more hitpoints (2x2=4), hence he has 19 hitpoints (12+3+4). He could have put up to 5 ranks in this skill, but no more. The only problem with this system is that the characters suffer having to spend skill points to increase hitpoints, when most other monsters get them automatically. You would therefore want to adjust monster hitpoints as such. 1/2 Max hit points from hit die + Con. (d8 = 4+con). This assumes that every monster automatically has and puts 2 ranks in Avoid Injury for each hit die; even though these don't come from the monsters normal skill points. Again, though, I would just stick to using D&Ds basic hit points system. It is core to the game. If you prefer some other injury method there are many great systems out there. D20 isn't the only system. Ken Cole |