I’ve been kick around my hit point alternative lately – now that
I’m running a game once or twice a month, I’m thinking of implementing a different
approach. This is nothing new – it’s cobbled together from a bunch of different
sources including the original sources of the Death and Dismemberment tables I talked about over a year ago, as well as rules
discussions in the DCC communities and Land of Phantom/Scott Mathis’ Transylvanian Adventures.
This is a first draft…pretty bare bones. But I think it
gives the general idea of where I see this going. I’m really curious to see if
this makes characters nearly indestructible or introduces an interesting choice
in combat that could add to the tales told round the fire.
With some minor tweaks (mostly to adjust some DCC-specific
things), it could be used in a number of D&D-esque games.
I’d love to hear what you think about it…good or bad.
Hit Point Damage and Recovery
Damage is determined using the same rules described in DCC RPG. But in The Broken Earth, hit points represent the ability of the character to avoid serious damage through a combination of influences including, but not limited to, luck, skill, and stamina. It does not represent significant physical damage. A character with only a few hit points remaining might be exhausted, just a split-second slower, and/or at wit’s end; but the character has only taken minor cuts, bumps, and bruises.Hit Point “Damage”
“Damage” is applied directly to hit
points. This does not necessarily mean the character has taken actual physical
damage…yet.
For each successful attack against a
character that drops the character to 0 hit points, as well as for every
successful attack against a character when that character is currently at 0 hit
points, the Death, Dismemberment, and Injury table is consulted (See Below).
Hit Point Recovery
No matter the method, a character’s hit points cannot recover beyond the character’s maximum hit point score.Recovery During Combat
When in combat, a character can regain hit points – a
representation of regaining composure, catching one’s breath, or otherwise
restoring the ability to avoid serious physical damage. This is handled through
the Step Back mechanic. The Step Back mechanic allows a character to
burn, or reduce, an attribute in order to regain hit points during combat.
The Step Back
Mechanic
No other actions can be taken in a
round in which the Step Back – it accounts
for all action die use for the round. The character does not disengage from
combat. Therefore, any enemy can continue to engage in combat with the
character.
In general, the Step Back works as follows:
- Choose an attribute to “burn”. This serves not only as a source, but as a Base Target Number.
- Add your current Luck modifier and Level to the base target number – this is your final Target Number (TN).
- Roll Under your Target Number.
- Reduce the selected attribute by the number of attempts in a day – cumulative.
The algorithm is as follows:
- A = number of attempt today.
- Roll = 2 to TN: Success! You gain 1d5 + Level hit points. Reduce the chosen Attribute by A.
- Roll = 1: Critical Success! You gain 1d5 per level hit points. Reduce the selected Attribute by A.
- Roll = TN + 1: Fumble! You do not gain hit points. Reduce the selected Attribute by 2A.
- Roll > TN +1: Failure! You do not gain hit points. Reduce the selected Attribute by A.
- A = A + 1
Attributes you can burn
Not
Today: This represents the character drawing
on sheer physical strength to continue to avoid taking damage. The character
can reduce Strength to recover hit points.
Rub
Some Dirt On It: This represents the character ignoring
the accumulated fatigue of battle to continue to avoid taking damage. The
character can reduce Stamina to recover hit points.
Not
So Fast: This represents [[INSERT SOMETHING
HERE]] to avoid taking damage. The character can reduce Agility to recover hit
points.
Come
On, Focus: This represents the character ignoring
the mind-fog of combat to continue to avoid taking damage. The character can
reduce Intelligence to recover hit points.
Recovery After Combat
Immediately after combat, when a
character has a chance to rest for at least six (6) rounds (1 minute), that
character recovers 1d3 + Level hit points.
For each full turn of rest, a character
recovers 1d4 + Level hit points.
For each full night of rest, a
character recovers 1d5 hit points per level.
Physical Damage and Recovery
Death, Dismemberment, and Injury
Insert Table here (seeprevious post)Recovery
Miraculous Healing TBD
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