Stuffed Crocodile

Mazes, Martians, Mead

Tag Archives: hp

[Circûmflex] HP dynamics

Sometimes it is quite interesting what comes out when I just change something small, and then think it through again.

I added one version of the Death and Dismemberment table to the game as an alternative to the original rules. Neither “Death at 0hp” nor “At Death’s Door” really seemed to work for me.

My players naturally gravitate to At Death’s Door. Most of them have played Baldur’s Gate before. They would feel cheated if I told them they died at 0hp. But I think it is cumbersome.

Of course then I replaced it with a whole table and a roll instead of a simple bleeding out rule. Go me.

But adding this table gives an interesting dynamic to the game.

So lets have a look at it. With the rules as I currently have them:

  • hp indicate how much fight a character has in him/her; a character is fine as long as he has positive hp, damage at this point does not cause wounds.
  • if a character falls to 0 hp or below a roll on the Death and Dismemberment table is in order. The character then suffers the consequences according to the table. This can be instant death. Or a very serious injury/lost limb. [I still need to rewrite the table for my own game]
  • A character can use his/her shield to soak up all damage from one combat turn at the cost of the shield (the Shields shall be splintered! rule)
  • A character can use his/her helmet or sturdy hat to turn a fatal blow into an injury instead, at the cost of the headgear and being taken out of the fight by unconsciousness (the Helmets shall be shattered! rule)

There was another idea I found, in that one could use the damage dealt under 0 as a modifier for the roll on the table. Meaning that a good roll from an opponent might make a fatality much more likely.

Here’s the thing though: this idea basically turns hp into stamina; and it provides some interesting player agency (sure you can soak that hit with your shield, but the next one might be worse…). Death on the other hand, only comes when either a roll says so, or when abilities are so degraded that life becomes impossible.

Still working on this one.

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