Categories
DnD Roleplaying

Below Zero: Death and Wounding in D&D

A few nights ago I mulled about a solution to “0 HP = unconscious, -10 HP = death” thing. Around 2 am I woke up and had most of a solution. I’ll take a stab at writing it down here. [Note: This is inspired in part by Blue Rose / True20. Iron Heroes, a new release, is supposed to mimic it in part.]

Low Death (but grittier) gaming–
The idea starts from a core: Death is dramatic… but it’s best when it’s dramatic. As it is, the space between “perfectly fine” (1 HP) and dead (-10 HP) is small. 11 hit points is normal damage from many of the critters our characters are fighting.

One advantage of this revision is that criticals have a greater impact (immediate wounding), but don’t take a character out immediately.

When a creature is hit and drops below zero hit points, or when a creature is hit for a confirmed critical, the character doesn’t necessarily fall unconscious (nor just loose hit points). Instead, the player rolls to resist the wound, to keep the character on its feet. This introduces an opportunity to introduce tradeoffs; creating wounds that don’t put a character out, but do impair fighting ability.

Whenever a character is struck and drops below 0 HP, or whenever a critical is dealt, you make a Fortitude saving throw with a DC equal to the damage your character was dealt. Compare the save and damage to the chart below. (We’ll call this “wound saves” for clarity.)

Beat the DC by 10 or more A scratch or bruise; no fight penalty, -1 to wound saves. (Cure minor to alleviate penalty).
Beat the DC A minor wound; a cut over the eye, a bruised rib, a gash along the forearm, etc. -1 to all rolls until healed (including wound saves). Cure Light to eliminate.
Failed by less than 10 A significant wound; bones break, muscles pull, artery pierced, finger severed, etc. -2 to all rolls until healed. Cure Moderate to alleviate the penalty, Cure Critical to eliminate the condition.
Failed by 11-20 Maiming wound; foot removed, eye gashed, skull cracked, massive blood loss. -5 to all rolls until healed. Cure Serious to alleviate the penalty, Regenerate or Heal to eliminate the condition.
Failed by 21+ Deadly wound. (Usually traded up to maiming + unconscious, unless the player decides it’s time for a dramatic death.)

In all cases, the player can choose for the character to take a wound one step less severe as long as the character is also knocked unconscious by the blow. (This is not necessarily a blow to the head; blood loss, shock and the like are other acceptable ways to “trade up” the damage and remove a character from the fight.)

Categories
DnD Game Group Roleplaying

Missing Players

We had a few people missing on Saturday and I made a strange suggestion. I thought I’d repeat it so that we can discuss it without the time pressures of a game in motion. This way Steve and Trish can also contribute… they didn’t have a chance to get their oars in, but I’d really like to hear what everyone thinks.

Categories
DnD Roleplaying

More on curing

Here are two more variations I’ve encountered while browsing the web this last week. The Cure Spells variation implements a semi-wound point system, since negative hit points become much more difficult to heal. [It also plays with the Caster/Recipient level distinction, which is interesting.]

The second variation encourages taking the heal skill.

[If there’s a topic you want to throw out for discussion during the week, tack it on this comment– or just email me. –Scott]

Categories
DnD Game Group Roleplaying

Death and Hit Points

Before we get there, I thought I’d bring up the only random part of leveling up– hit points. There are a lot of campaigns out there, and they’ve each got a take on how to solve it. I think we’d all prefer not to have too many ones… especially for the first few levels when it really matters.

a) Three-quarters of max each level. This is the most generous guaranteed hit points that I’ve seen. [I have seen a few “just give max at each level”, but really, why make it a die type at that point?]

b) Use WOTC’s Monster design rules- average hit points per level (so 4.5 per d8 for example).

c) Roll the die. If it comes up a one, reroll it. Still pretty variable, but at least you’re not stuck with ones.

d) Roll two dice & keep the better one. While there’s still a chance of a low number (even a one), it’s pretty slim.

e) Roll three dice and keep the middle one. This cuts back on the extremes- both high and low are unlikely, so you’ll often have a mid range roll.

f) High minimum old school For the first ten levels, characters are guaranteed high hit points (reroll anything falling in the bottom half). From 10 on, the con bonus is eliminated, and it returns to +1,+2, or +3 per level, like old 2nd edition. (It’s an interesting tradeoff, but it doesn’t reflect 3e’s assumptions very well.)

Categories
DnD Roleplaying

DnD ideas

Most of this I found on Monte Cook’s site, under his DMing advice. There’s some good thought– and the serendipity of his group being large (7 vs. our 6) made some of his articles very appropriate.

Dealing with large groups (his is a 7 person group)– it’s a three parter. Part One, Part Two, Part Three

50 magic items, detailed
. A short history and some game stats for each; should be cool. A free download on RPGNow.

Treasure Cards is an interesting idea. Instead of having equipment written on a sheet, keep index cards instead. It makes it easier to loan (just hand over the card), and other useful benefits. (Like it’s especially good for single use items that you otherwise forget.)
Damage reduction, a house rule to solve some problems he has with “boring plusses” and “golf-bag of weapons” issues.
An article on equipping NPCs w/ Magic Items. Mostly demonstrates the flexibility of the system, and how tinkering’s quite reasonable.

Hope they prove useful.

Categories
DnD Roleplaying

Populations and other research

Some recent finds:
Building Prestige Classes (Part 1)
Building Prestige Classes (Part 2)
Population Demographics A tighter method of stating out towns
3d6.org A Forgotten Realms (Harper) campaign
Complete Domain Spellbook
6 person party experience forum discussion
Magic Item Reference

Sorcerer variants

The articles are thorough and generally good. (Not so sure about the last; I snagged it to peruse later.)