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Yakk
2007-10-24, 12:22 PM
The goal of these rules is to make HP a semi-renewable resource. As many have noted, out of combat healing is extremely cheap: so cheap that players can default to full HP after even a short break.

This also means that damage never carries between combats.

The Soak/HP system provides two different HP resources. Soak is completely renewable, even without carrying around a bundle of cure light wound wands.

HP is slow to renew: it requires significant bed rest to heal up. While magical healing can make bed rest work better, it cannot instantly heal HP under this system.

When you are hit, almost all of the damage applies to Soak, with a small amount leaking through to HP. If you run out of Soak, you start taking painful HP damage.

Characters have almost as much Soak as they had HP under the standard system.

So, the nitty gritty:

Soak:
Each 1d4 gives you 1 soak.
Each 1d6 gives you 2 soak
Each 1d8 gives you 3 soak
Each 1d10 gives you 4 soak
Each 1d12 gives you 5 soak
Add your CON BONUS to your soak per level. If this results in negative SOAK per level, apply the excess negative to your HP per level, until your HP per level reaches 0.

PCs also get to add an extra bonus to their SOAK based on their largest HD. (this is similar to "max HP at first level" rules, but a bit more flexible).

So a L 1 PC fighter has 8 soak, plus their con bonus.

HP:
You start with your CON in HP. (not CON bonus, but raw CON)
Each 1d4 gives you 1 HP
Each 1d6 gives you 2 HP
Each 1d8 gives you 3 HP
Each 1d10 gives you 4 HP
Each 1d12 gives you 5 HP
CON bonuses do not apply to HP, unless you get "underflow" from SOAK.


So a L 5 Fighter with 18 CON has:
44 SOAK, 38 HP
A L 5 Wizard with 12 CON has:
11 SOAK, 17 HP

Damage:
Damage is applied to your SOAK.
Every 10 points of SOAK damage, or fraction thereof, also does 1 point of HP damage.
If you run out of SOAK, the damage applies directly to your HP.

If you run out of HP, you go unconscious, and take Con damage whenever you are hit (this con damage does not change your current HP). Run out of Con, and you die.

Healing:
SOAK heals itself: after a break between encounters, all of your SOAK refreshes. If there is time pressure, the DM can state that only half (or less) of lost SOAK refreshes.

Healing spells work on SOAK. They cannot heal HP directly. The same is true of regeneration magics.

The Heal skill can be used to regain HP. Using the Heal skill requires 6 hours. The patient heals 1 HP for every 10 max HP they have, 1 HP for every 10 points on your heal check, and if you choose to consume a healing spell the patient heals 1 HP for every spell level the spell has (only one spell can be used per patient per 6 hours this way).

For every 4 ranks in Heal skill, the user can treat 1 additional person. If magic is used, each treated person requires a seperate heal cast.

So a L 5 cleric with a +10 heal check, healing the above Fighter, consuming a 3rd level healing spell, will heal between 6 and 8 points of damage in a 6 hour session. One may not "take 10" on this check unless you are doing at least a 24 hour period of healing.

Ever Phasm
2007-10-24, 12:40 PM
Sounds interesting but Vitality Point Variant from the SRD is simpler and works better in some ways.

Human Paragon 3
2007-10-24, 12:49 PM
Yes, but not the ways he wants. With the Vitality system, HP is even easier to regain in between combats via spells and rest.

Jasdoif
2007-10-24, 12:57 PM
The Vitality system also has the "feature" of making critical hits tantamount to sudden death. I don't like that.

This, I like. Although I'm curious how/if nonlethal damage, massive damage, regeneration etc. would function in this system. And for that matter, if natural healing through simple rest is still available.

Yakk
2007-10-24, 01:04 PM
Mechanically, WP/VP has a bunch of negative effects.

First, there is the "instant death from crit hits" problem.

Second, you only take WP when you run completely out of VP -- there is no "nickle and dimed to death" effect where your resources run short. This allows non-life threatening threats to actually hinder someone (as they will have their HP chipped away at slowly).

Healing under WP/VP is strictly faster than under standard D&D. I want the "easy to get" nearly-free healing in D&D to be free, while having some damage-based resources that are not free to recharge.

Together with some work that gives "per day" casters some per-encounter spells, you can have a game that doesn't have nearly the same "you must have 4 encounters between rests" effect of standard D&D.

Arbitrarity
2007-10-24, 03:04 PM
Mechanically, WP/VP has a bunch of negative effects.

First, there is the "instant death from crit hits" problem.

Second, you only take WP when you run completely out of VP -- there is no "nickle and dimed to death" effect where your resources run short. This allows non-life threatening threats to actually hinder someone (as they will have their HP chipped away at slowly).

Healing under WP/VP is strictly faster than under standard D&D. I want the "easy to get" nearly-free healing in D&D to be free, while having some damage-based resources that are not free to recharge.

Together with some work that gives "per day" casters some per-encounter spells, you can have a game that doesn't have nearly the same "you must have 4 encounters between rests" effect of standard D&D.

Point. This has some advantages. The only issue may be playtesting for balance, unless that's been done. Looks pretty good in concept.

Incidentally, it's actually REALLY HARD to die with VP/WP. Check the spoilered quote, it's somewhat large.
0 Wound Points
Wound points cannot drop below 0; any damage that would cause a character’s wound point total to drop below 0 simply causes the character to have 0 wound points.

At 0 wound points, a character is disabled and must attempt a DC 15 Fortitude save. If he succeeds on the save, he is merely disabled. If he fails, he falls unconscious and begins dying.

Disabled
A disabled character is conscious, but can only take a single move or standard action each turn (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a quickened spell) worsen the character’s condition to dying (unless it involved healing; see below).

Dying
A dying character is unconscious and near death. Each round on his turn, a dying character must make a Fortitude save (DC 10, +1 per turn after the first) to become stable.

If the character fails the save, he dies.

If the character succeeds on the save by less than 5, he does not die but does not improve. He is still dying and must continue to make Fortitude saves every round.

If the character succeeds on the save by 5 or more but by less than 10, he becomes stable but remains unconscious.

If the character succeeds on the save by 10 or more, he becomes conscious and disabled.

Another character can make a dying character stable by succeeding on a DC 15 Heal check as a standard action (which provokes attacks of opportunity).



Also makes heal a really handy skill.

Mewtarthio
2007-10-24, 04:44 PM
Incidentally, it's actually REALLY HARD to die with VP/WP. Check the spoilered quote, it's somewhat large.

:smalleek: Overkill, much? Wouldn't it be easier to just say that any WP damage that would drop a character below 0 is applied to VP instead?

Belial_the_Leveler
2007-10-24, 05:31 PM
Flavor Question: when spells like Regenerate and Monstrous Regeneration can restore entire lost limbs, why wouldn't they restore HP under your system? Similarly, regeneration can restore creatures even when they're cut to pieces-why wouldn't it restore HP?

Also, Polymorph immediately heals you as if you've rested for a night. How would this work in your system?


In addition, there's the problem of undead and constructs and soak. Most undead and constructs don't heal naturally at all. How would soak work with them? How about magics that transform you into undead and constructs?

Erk
2007-10-29, 04:45 PM
Hey, great system so far. It looks like more or less what I have been looking for for my game. Might give it a shot if I can spring it on the players.

Belial, I would think:
-undead and constructs use old-style HP, not new-system HP. It doesn't heal automatically, like soak, and it doesn't take forever to heal like newHP. After all, for non-self-healing creatures the old HP system was not a bad representative, IMO.
-polymorph is still borked. House-rule something that works. Perhaps HP remains constant in all your polymorphed forms, and damage is consistent; soak regenerates though.
-regeneration might provide a bonus to HP healing over time, but still not in a combat context. Powerful monster regeneration should be unchanged, because the point of this is not to rebalance monsters but to slow player healing out of combat and make HP loss remain serious even if it doesn't kill you.