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View Full Version : An alternative injury system (need rating or ideas to improve)



Hal0Badger
2015-08-19, 07:06 AM
I stumbled upon a homebrew system that one of my friends using:


In this rule; interpretation of "Hit Points" are how well a character can defend himself in the combat, which means, a damage does not necessarily mean a wound, rather it means you get somewhat "tired" and more error prone. This means, cure spells restores your fighting spirit rather than your actual "health". Hit points reset to full with each 8 hour rest, or up to a percentage depending on how much you rest, and implies fatigue rules if you rest less than 4 hour. This changes how the players should see HP.

Furthermore, if your character has received a certain amount of damage, based on his maximum hit points, he gets a "wound". In this system, there are minor, major and critical wounds.

Minor wound examples : Ability damages (-1 to STR or DEX or CON, or INT&WIS), minor bleeding (-1 per round, till healed. A character may apply pressure to wound with one hand to stop it till he gets a medical service.)

Major wound examples: Ability damages (-3 to STR or DEX or CON, or INT&WIS), major bleeding (-5 per round, till healed. A character may apply pressure to wound with one hand to stop it till he gets a medical service.), for 1d4 round deafened or blinded or silenced or slowed.

Critical wound examples: Dismemberment (for players: Head can never be the result of the roll), permanent blinded or deafened or silenced, Ability damage ( one ability score drops to 0, CON excluded).


If a single attack deals more than your 25% max HP, you get a minor wound.
If you take damage more than your %50 max hp in a round (might be multiple attacks), you get a major wound. Major wound starts as soon as you pass the 50% hp point.
If a single attack deals more than your 50% max HP, and drops you into negatives, you get a critical wound, hp drops to -1 and you start bleeding.
An attack cannot cause both minor and major wound in the same round. If you get a minor wound first, than a major wound later "in the same round", your minor wound updates to its major version.
A player character cannot go below 0, if he has positive HP. Critical wounds ignore this rule (example: if you are 5/45 hp, and if an attack deals 10 damage, your hp is now 0. But if an attack deals 23 or more damage, you go into -1 and get a critical wound and start bleeding).
If you attack a target and dealt enough damage to kill it; you can choose to apply Dismemberment critical wound rather than dealing damage. If you choose this, target loses a limp you choose and starts bleeding with a hp of -1 or initial hp, whichever is lower.
All critical hits apply at least 1 minor wound, even if it fails to deal enough damage. Target with a DR may ignore this rule, unless the damage dealt is greater than their DR+10, or the attack bypasses its DR.
Spells, unless if they act as weapons (example: a sword moved by telekinesis), cannot cause wounds.
Restoration spell is no longer available. Lesser restoration is available, though it only last for 1 min /level, with a casting time of 1 standart action. Only 1 restoration spell can be active on a person. Heal spell only restores ability damages for 1 ability score, with each application.
With a heal check which requires 1 min, a character bandage up 1 wound. For 1 hour, bandaged character ignores the wound. Only 1 wound can be attended this way. Heal DC is 15 for minor wounds, 25 for major wounds.
For balancing factors, between level 1-3, PC's can only recieve a "minor wound", with the conditions of "major wound" (example: if a level 2 fighter gets damaged more than 50% of his max hp in 1 round, he gets a "minor wound" ).
Ability damages heals as normal healing rules with the rest and medical care. Bleeding wounds can be healed with a heal check, which requires 1 min. However, if a character receives another wound during the same day he gets the medical care, there is a 20% chance the the bleeding wound open again, with the new wound. Roll after you check if the bleeding wound is opened or not, if it is opened, remove the bleeding effect from the table for that wound.
Regenerate spell regenerates the dismembered limb in 10 min, if the limb is in present and dismembered in 20 minutes. Otherwise, it grows a new limp in 4d4 days.
In this rule, all the encounter challenge ratings are increased by 1.



For the note; my friend uses Pathfinder Power Attack rules, so dealing very high damage with weapons is a bit harder. In his campaign, magic is also highly limited.

For the rule, I liked it, because it gives a sense to HP, and somewhat prevents instant deaths of the characters due to high weapon damage. Even if a Ice giant crits you while you have 5 hp, you lose a limp and drop unconsciousness, rather than dying. It also raises the importance of the "Heal" skill, since it can double the amount of ability damages you heal. Also gives meaning to "Regenerate" spell.

However, it might be a bit more deadly, since even a goblin can open a wound with a lucky critical strike and healing ability damage is somewhat harder now. I want some opinions on this rule or ratings if possible.

Hal0Badger
2015-08-20, 02:39 AM
bump.this.