Palegreenpants
2015-02-27, 01:40 PM
Hey peeps,
I've been building a variant system for healing and injury. It's still based on HP, but incorporates elements of lingering wounds and adrenaline. Now, my players have been pretty nonconstructive when it comes to trying this stuff (they're sort of softcore-Munchkins/casuals/Nintendo fans,) so I thought I'd get the Playground's opinion on my work. Before I present the system, I must give a disclaimer.
DISCLAIMER: Yes, this system is meant to make the game harder. It's meant to instill the game's combat with lingering consequences, encouraging greater utilization of tactics. Also, walls of (well edited) text are approaching.
To begin, here's the base of the system. It's composed of three mechanics, the most important of which is called Vitality (warning, long spoilers are long.)
Bleeding Out. If a creature is reduced to 0 Hit Points or Vitality, they cannot gain Vitality or HP until they have been stabilized. A creature may be stabilized by the following actions. The use of a healer's kit, a casting of, Greater restoration, Heal, Lesser restoration, Mass heal, Regeneration, or Spare the dying. Also, the administration of a healing potion.
Slow healing. Characters regain no Hit Points at the end of a long rest. Instead, characters may expend Hit Dice at the end of a long rest to regain HP, just as they would in a short rest. Characters regain HD at the end of the long rest, as normal. Characters may immediately expend the HD that they receive at the end of a rest in exchange for HP.
Vitality and Hit Points. A creature's Hit Points (HP) represent its natural ability to endure hardship and resist death. Hit Points can only be regained via natural means, such as spending Hit Dice during a rest.
All healing spells, potions, and actions bestow Vitality, instead of Hit Points (unless otherwise noted.) Vitality points are essentially artificial Hit Points. They represent an added will to live, or a magically bestowed degree of pain resistance. Vitality does not represent the healing of physical wounds, but a bolstering of the mind, and thus the body. For example, if a Cleric casts Cure wounds to bestow a creature with Vitality, they are providing the creature not with physical healing, but with magic-induced strength; the will to continue fighting and ignore further pain.
A creature may have a maximal quantity of Vitality equal to the number of HP that they have lost. For instance, if a Fighter has 50 HP maximum, takes 10 HP worth of damage, and is then healed for 12 Vitality points, the Fighter gains 10 Vitality.
If a character has Vitality remaining at the end of an encounter, his or her Vitality points drop to zero after a "cooldown" period of minutes equal to his or her Constitution score. This cooldown is reset if the character enters combat, or receives more Vitality. If a character has 0 Hit Points remaining at the end of an encounter, but has Vitality remaining, they fall unconscious and are stable when their Vitality drops to zero.
Secondly, the Wounds and Fractures system:
Some weapons of exceptional weight and damaging prowess have a chance to inflict especially severe injuries. A creature that receives such a wound or fracture must have it tended and bandaged within one hour of receiving the injury, or else risk deadly infection or irreversible damage. Tending to such an injury requires one use of a medicine kit and a successful DC 15 Medicine (Wisdom) check. If a weapon has the possibility of dealing one injury type or another (e.g., lacerating/crushing,) randomly determine which one property takes effect. If a weapon possesses two wound effects, such as the two-handed sword, apply both effects. If a weapon possesses both the Crippling and the Crushing property, roll once on a d4, and apply both corresponding injuries.
Crushing. When a weapon with this property scores a critical hit or reduces a creature to 0HP, the creature hit must make a Constitution save with a DC equal to half the damage dealt. Upon failure, the creature suffers a fracture. The effect and location of the fracture is determined by rolling a d4 on the Fracture table. The fracture heals after a period of time equal to 4d4 times 5, minus the target's constitution score (minimum of one day.)
Crippling. When a weapon with this property scores a critical hit or reduces a creature to 0HP, the creature hit must make a Constitution save with a DC equal to half the damage dealt. Upon failure, the creature suffers a wound. The effect and location of the wound is determined by rolling a d4 on the Wounds table. If the creature was reduced to 0HP, they suffer a failed death saving throw. The wound heals after a period of days equal to 3d4 times 5, minus the target's constitution score (minimum of one day.)
Lacerating. When a weapon with this property scores a critical hit or reduces a creature to 0HP, the creature hit must make a Constitution save with a DC equal to half the damage dealt. Upon failure, the target receives a bleeding injury. They suffer half the attack's damage at the start of their turn for each round thereafter, and a level of exhaustion on every third round after they begin bleeding. This bleed effect ignores damage resistance. The bleeding effect may be ceased with a medicine check and one use of a medicine kit. The check's DC is equal to half the damage for which the target is bleeding.
Wounds, for the crippling property:
1. Leg One of your legs is crippled by a grievous wound. Your Hit Point total is permanently reduced by a value equal to half the damage of the attack which delivered this wound. In addition, your speed is reduced by 5 feet, and you must make a DC 15 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone.
2. Arm One of your arms is crippled by a grievous wound. Your Hit Point total is permanently reduced by a value equal to half the damage of the attack which delivered this wound.. In addition, you have disadvantage on weapon attack rolls made with your crippled arm. This penalty applies to two-handed weapons. You cannot wear a shield on your crippled arm.
3. Head One of your eyes is scratched or swollen shut, and your head is severely bruised. Your Hit Point total is permanently reduced by a value equal to half the damage of the attack which delivered this wound.. In addition, you have disadvantage on ranged attack rolls and on Wisdom (Perception) checks that rely on sight.
4. Torso You receive a crippling, painful wound to the torso, like a gash across the ribs, or a collapsed lung. Your Hit Point total is permanently reduced by a value equal to half the damage of the attack which delivered this wound. Additionally, Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you loose your action and cannot take reactions until the start of your next turn.
Fractures, for the crushing property.
Fractures
1. Leg You suffer a fractured foot or leg.Your speed is reduced by half, and you have disadvantage on all acrobatics and athletics checks that involve the use of your legs. At the end of a Dash action, you fall prone.
2. Arm You suffer a fractured arm or hand. You are unable to wield a weapon or shield with your wounded arm. You have disadvantage on all acrobatics and athletics checks that involve the use of your arm.
3. Head You receive a concussion or cracked skull. When you are hit by a melee attack, you must succeed at a Constitution save of DC 15 or be stunned for one round.
4. Torso You receive a broken collarbone, rib, or pelvis. You are vulnerable to all slashing, piercing, and bludgeoning damage.
I've been building a variant system for healing and injury. It's still based on HP, but incorporates elements of lingering wounds and adrenaline. Now, my players have been pretty nonconstructive when it comes to trying this stuff (they're sort of softcore-Munchkins/casuals/Nintendo fans,) so I thought I'd get the Playground's opinion on my work. Before I present the system, I must give a disclaimer.
DISCLAIMER: Yes, this system is meant to make the game harder. It's meant to instill the game's combat with lingering consequences, encouraging greater utilization of tactics. Also, walls of (well edited) text are approaching.
To begin, here's the base of the system. It's composed of three mechanics, the most important of which is called Vitality (warning, long spoilers are long.)
Bleeding Out. If a creature is reduced to 0 Hit Points or Vitality, they cannot gain Vitality or HP until they have been stabilized. A creature may be stabilized by the following actions. The use of a healer's kit, a casting of, Greater restoration, Heal, Lesser restoration, Mass heal, Regeneration, or Spare the dying. Also, the administration of a healing potion.
Slow healing. Characters regain no Hit Points at the end of a long rest. Instead, characters may expend Hit Dice at the end of a long rest to regain HP, just as they would in a short rest. Characters regain HD at the end of the long rest, as normal. Characters may immediately expend the HD that they receive at the end of a rest in exchange for HP.
Vitality and Hit Points. A creature's Hit Points (HP) represent its natural ability to endure hardship and resist death. Hit Points can only be regained via natural means, such as spending Hit Dice during a rest.
All healing spells, potions, and actions bestow Vitality, instead of Hit Points (unless otherwise noted.) Vitality points are essentially artificial Hit Points. They represent an added will to live, or a magically bestowed degree of pain resistance. Vitality does not represent the healing of physical wounds, but a bolstering of the mind, and thus the body. For example, if a Cleric casts Cure wounds to bestow a creature with Vitality, they are providing the creature not with physical healing, but with magic-induced strength; the will to continue fighting and ignore further pain.
A creature may have a maximal quantity of Vitality equal to the number of HP that they have lost. For instance, if a Fighter has 50 HP maximum, takes 10 HP worth of damage, and is then healed for 12 Vitality points, the Fighter gains 10 Vitality.
If a character has Vitality remaining at the end of an encounter, his or her Vitality points drop to zero after a "cooldown" period of minutes equal to his or her Constitution score. This cooldown is reset if the character enters combat, or receives more Vitality. If a character has 0 Hit Points remaining at the end of an encounter, but has Vitality remaining, they fall unconscious and are stable when their Vitality drops to zero.
Secondly, the Wounds and Fractures system:
Some weapons of exceptional weight and damaging prowess have a chance to inflict especially severe injuries. A creature that receives such a wound or fracture must have it tended and bandaged within one hour of receiving the injury, or else risk deadly infection or irreversible damage. Tending to such an injury requires one use of a medicine kit and a successful DC 15 Medicine (Wisdom) check. If a weapon has the possibility of dealing one injury type or another (e.g., lacerating/crushing,) randomly determine which one property takes effect. If a weapon possesses two wound effects, such as the two-handed sword, apply both effects. If a weapon possesses both the Crippling and the Crushing property, roll once on a d4, and apply both corresponding injuries.
Crushing. When a weapon with this property scores a critical hit or reduces a creature to 0HP, the creature hit must make a Constitution save with a DC equal to half the damage dealt. Upon failure, the creature suffers a fracture. The effect and location of the fracture is determined by rolling a d4 on the Fracture table. The fracture heals after a period of time equal to 4d4 times 5, minus the target's constitution score (minimum of one day.)
Crippling. When a weapon with this property scores a critical hit or reduces a creature to 0HP, the creature hit must make a Constitution save with a DC equal to half the damage dealt. Upon failure, the creature suffers a wound. The effect and location of the wound is determined by rolling a d4 on the Wounds table. If the creature was reduced to 0HP, they suffer a failed death saving throw. The wound heals after a period of days equal to 3d4 times 5, minus the target's constitution score (minimum of one day.)
Lacerating. When a weapon with this property scores a critical hit or reduces a creature to 0HP, the creature hit must make a Constitution save with a DC equal to half the damage dealt. Upon failure, the target receives a bleeding injury. They suffer half the attack's damage at the start of their turn for each round thereafter, and a level of exhaustion on every third round after they begin bleeding. This bleed effect ignores damage resistance. The bleeding effect may be ceased with a medicine check and one use of a medicine kit. The check's DC is equal to half the damage for which the target is bleeding.
Wounds, for the crippling property:
1. Leg One of your legs is crippled by a grievous wound. Your Hit Point total is permanently reduced by a value equal to half the damage of the attack which delivered this wound. In addition, your speed is reduced by 5 feet, and you must make a DC 15 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone.
2. Arm One of your arms is crippled by a grievous wound. Your Hit Point total is permanently reduced by a value equal to half the damage of the attack which delivered this wound.. In addition, you have disadvantage on weapon attack rolls made with your crippled arm. This penalty applies to two-handed weapons. You cannot wear a shield on your crippled arm.
3. Head One of your eyes is scratched or swollen shut, and your head is severely bruised. Your Hit Point total is permanently reduced by a value equal to half the damage of the attack which delivered this wound.. In addition, you have disadvantage on ranged attack rolls and on Wisdom (Perception) checks that rely on sight.
4. Torso You receive a crippling, painful wound to the torso, like a gash across the ribs, or a collapsed lung. Your Hit Point total is permanently reduced by a value equal to half the damage of the attack which delivered this wound. Additionally, Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you loose your action and cannot take reactions until the start of your next turn.
Fractures, for the crushing property.
Fractures
1. Leg You suffer a fractured foot or leg.Your speed is reduced by half, and you have disadvantage on all acrobatics and athletics checks that involve the use of your legs. At the end of a Dash action, you fall prone.
2. Arm You suffer a fractured arm or hand. You are unable to wield a weapon or shield with your wounded arm. You have disadvantage on all acrobatics and athletics checks that involve the use of your arm.
3. Head You receive a concussion or cracked skull. When you are hit by a melee attack, you must succeed at a Constitution save of DC 15 or be stunned for one round.
4. Torso You receive a broken collarbone, rib, or pelvis. You are vulnerable to all slashing, piercing, and bludgeoning damage.