Alternative Health System

Post/Author/DateTimePost
#1

nclanceman

Dec 26, 2008 23:13:43
Once upon a time, about a couple weeks ago I said that if I started writing down the houserules that came into my head, i'd try taking the health system from the SilCore system and try shoehorning them into the d20 System. Well here I am and I need someone to tell me if this is anywhere near a good idea before I get tempted to unleash it on unsuspecting players.

----------------------------------------------------------
Silohoutte Inspired Alternative Health System

All character damage is based on three thresholds: Light Damage, Serious Damage, and Incapacitation, all of which are derived from the character's Constitution score. Upon taking damage, the character takes penalties to all rolls, saves, and checks until their injuries are healed.

-The Light Damage Threshold is equal to half their Constitution score. Hits doing less damage than this threshold are fairly light and can be easily ignored. Hits in this range are flesh wounds and other light injuries which can be easily treated with basic First Aid. Each Light Damage wound adds a -1 penalty to all rolls, checks, and saves.

-The Serious Damage Threshold is equal to their Constitution score. Hits in this category are serious injuries, often the case for hospitalization or at least stitches. This often includes broken bones, gunshot wounds, or severe burns. Each Serious Damage wound adds a -2 penalty to all rolls, checks, and saves. After receiving a Serious wound, a character must make a DC 10 Fortitude save versus a Knockout.

-The Incapacitation Threshold is equal to double their Constitution score. Hits in this category take heroes out of the fight instantly, and in more realistic games, kill the hero instantly. After receiving a hit of this magnitude, the hero must make an immediate DC 15 Fortitude check (don't forget current penalties). On a sucess, the hero slips into shock, but lives. On a failure, the hero dies, or in more cinematic campaigns, requires immediate medical assistance in five rounds.


There is a limit to the amount of damage the human body can withstand; represented by the System Shock rating. If a character's penalties exceed their System Shock rating, they immediately fall unconcious and begin to succomb to their injuries. A character can hold on without medical attention for a number of minutes equal to their Constitution score. Beyond that, they must make DC 10 Fortitude Saves with all penalties active to extend their life by one minute.

-In Realistic Campaigns, a characters System Shock rating is equal to 5 + their Constitution Modifier.
-In Heroic Campaigns, a characters System Shock rating is equal to the Max Class HD Result + their Constitution Modifier. (i.e. A Strong Hero with 14 Con would have a System Shock rating of 10 (d8 -> 8 + 2 = 10))
-In Superheroic Campaigns, a characters System Shock rating is equal to their Constitition Score.

Healing Injuries

Injuries are healed on a wound by wound basis. If a character has not yet tripped their System Shock rating, they can be healed by simple First Aid and bedrest. The Treat Injury DC per injury is 10 + 2 (Light Wound) or 4 (Serious Wound). The character must also avoid strenuous activity (combat, hard work, long distance travel, etc.) for two hours per light wound and four hours per deep wound, lest the character re-open their wounds.

If a character has tripped their System Shock rating, their injuries will not heal without Surgery. The Treat Injury DC for Surgery is DC 15 + the patient's total amount of penalties. Beyond that, the character must rest for four hours per light wound and six hours per serious wound. Failure to rest (defined as a bare minimum of physical activity) can result in the patient ripping their stitches, which can be cured by first aid but may result in an infection.

The Long Term Care function of Treat Injury can halve recovery times.

Untreated Injuries

If an injury cannot be treated within 24 hours, it runs the risk of infection depending on the environment the character is in. Relatively clean areas may cause mild bacteria infections. Progressively worse areas may cause progressively worse diseases.

Bacterial Infection Fort Save Initial Secondary<br /> Mild (1d4 days) 12 1 Con 1 Con<br /> Moderate (1d4 days) 14 1 Con 1d4 Con<br /> Severe (1d4 days) 16 1 Con 1d6 Con
#2

azisien

Dec 27, 2008 0:04:18
You know, I've never played Savage Worlds before, but from the Wiki article I read of it, this sounds very similar.

Which, for simplicity purposes, is neat.

Extra bonus points for bacterial infections. Very nice.
#3

nclanceman

Dec 27, 2008 21:37:16
Here we go again, this time about Vehicle Damage.

Similar to Character Damage, Vehicles take damage according to three different thresholds Light Damage, Heavy Damage, and Overkill. In order derive thresholds from current vehicles, divide the hitpoint total by 8 for Light Damage, 4 for Heavy Damage, and 2 for the Overkill threshold.

There is no vehicular equivalent to the System Shock threshold, instead damage directly affects the thresholds and systems onboard. As always, damage is applied after factoring in Hardness.

-When a vehicle takes Light Damage, all thresholds fall by one point. Also, the vehicle must take the result of a roll on the Vehicle Damage chart.

-When a vehicle takes Heavy Damage, all thresholds fall by two points. Also, the vehicle must take the result of a roll on the Vehicle Damage chart with a +2 bonus.

-If a vehicle withstands an Overkill, it is immediately destroyed. All occupants have 1d4 rounds to bail out before the vehicle explodes, dealing 10d6 damage to all occupants and 5d6 damage to anyone in 30ft., DC 20 Reflex for half damage.

System Damage Chart
All rolls on this chart require 1d8.

1: Cargo A random piece of cargo is lost.
2: Accessory /Weapon (Minor) A weapon or accessory under 50 Mecha Points is lost.
3: Controls -2 to Initiative, -2 to Manuever.
4: Tire / Tracks / Wings -4 to Manuever.
5: Engine -20% Top Speed.
6: Accessory / Weapon (Major) A weapon or accessory over 50 Mecha Points is lost.
7: Occupant A random occupant takes half damage.
8: Armor -2 Hardness
9: Fuel 1 hour of vehicle endurance is lost. There is a 40% chance of explosion if the vehicle is on fire.
10: Ammunition Half the ammunition for a weapon is lost. There is a 50% chance of a chain reaction leading to an explosion in the cabin (Do not apply the hardness to the damage).

Repairs

With an hours work and the proper equipment, a Mechanic can make a DC 20 Repair check to do one of three things: Restore 1d6 points to the armor thresholds, Repair a single damaged system, or repair 20 Mecha Points worth of accessories.
#4

tema69

Dec 30, 2008 4:42:58
That's pretty neat. I'm in Athens ATM, but I'll get back to this ASAP. :D
#5

nclanceman

May 17, 2009 4:14:36
Hey, look what I found way back where!
#6

backstabbist

May 17, 2009 9:52:03
cool
its like walking around on the beach with a Thread Detector & digging good stuff up
#7

atomic_dog

May 17, 2009 12:58:25
Wow.

Those are really good!

I've been looking for something to replace hit points for a while now, this looks like it fits the bill quite nicely! I want something grittier for my Action Journalism game (more details on that coming soon!) and these rules look very nice!

Well done!