Yet another Wound points concept [Archive] - Wizards Community

Post/Author/DateTimePost
OmiKapSi

03-03-05, 06:54 PM
My goals:
Clarify the nature of hit points in my game. Hearking back to the fact that they are not really injuries, or that they are very light injuries.
Create a system that would allow for the effects of wounds.

Basically, what I've come up with is a replacement of the 'deaths door' system.
Hit point damage is treated as normal. However, a character cannot go into 'negative' hit points. (- denotes rules, * denotes rules I haven't finalized.)
- When a character is reduced to 0 hit points, they are disabled. (as normal)
-A character who takes damage and has no hit points applies that damage to wound points.
-A character has a base number of wound points equal to their con score.
* A character with any wound point damage must make a DC 20 Fort save each round to remain conscious. (This is optional, I may just go with automatic unconsciousness as per the normal system.)
- Any time a character takes wound damage, they start bleeding.
- A bleeding character takes one point of damage every round until they are stabilized. Stabilizing follows normal rules.
* A bleeding character can make a fortitude save at the beginning of any round to stabilize. The DC is 10 plus the number of wound points they've lost.
- When a character is reduced to 0 wound points, they are dead.
* Alternatively, when a character is reduced to 0 wound points, any further damage is applied as constitution damage. This would be much more complicated, I know. It would also involve a few other rules to deal with how it would be healed, and how it would affect resurrection.

So far, very little is changed. The difference is in critical hits and healing wound points.
One big difference:
* The difference between a characters current wound points and their con score is applied as a circumstance penalty to their Strength and Dexterity scores.
This would be to reflect the hindering effect of actual wounds.

First, critical hits:
- If a character recieves a critical hit, the base damage that would be multiplied is applied directly to their wound points. Any damage that would not be multiplied, as well as the additional damage from the hit being a critical, is applied to hit points.
e.g. If Fip the fighter/rogue with a Str 14 hits an orc for a sneaky critical with his flaming handaxe with which he has specialized, he does 1d6+4 damage to wounds, and 2d6+8 damage to hit points, plus 1d6 fire and 2d6 sneak attack, which are also dealt to hit points.
The unfortunate orc ends up taking 6 points of wound damage, and 22 normal damage, and 2 fire damage. He had enough hit points that he didn't take any other damage, but he now has a -6 penalty to both his strength and dexterity, and the next hit will probably take him down.

For healing:
- Hit points heal as normal.
- Wound points return at a rate of 1 per day.
- Any spell that heals hit points can heal one wound point per level of the spell instead of healing that many hit points.
- The lay on hands ability can be used to heal one wound point per day per point of charisma bonus of the paladin.
- Regeneration works as normal, with the exception that it heals wound points only if the creature is at full hit points.

I understand that this would result in longer healing times for those that took wound damage. However, they could be up and active at their normal rate (hit points recover at normal rate). They'd just feel their wounds, and if they went down, there'd be an increased danger of dying, since they still hadn't fully healed their last wounds.

Any thoughts or suggestions?