House Rule – New HP / Rest Mechanics


This post (with the exception of the small part on Resting) is entirely based around a post made by The Angry GM – for full details and very amusing detail, see here for his post.

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(NOTE: This House Rule Affects PCs Only).

Let’s take an example; here’s a Bard called Dyzterbd.  He’s a Halfling.  He’s short.  But he ROCKS!!  (That’s what he thinks anyway).

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All PCs and NPCs have Hit Dice (HD), and they are used, in this instance, to help determine their health.  The Bard has a HD of a d6.  A level 1 Bard has an HD rating of 1, a level 2 Bard has an HD rating of 2, a level 3 Bard has an HD rating of 3…  And so on and so forth.

Dyzterbd has a Constitution Ability score of 14, this translates into a CON bonus of +2.

This means that at first level Dyzterbd has Hit Points (HP) of:

  • his max HD value (all starting characters get their maximum value at level 1)
  • + CON bonus.

So Dyzterbd, with a d6 as his HD, gets a 6 and then add in his CON bonus of +2, and you get an 8.

Now, everything above is standard and it’s from this point that I want to change things up.


Now like a great many DMs (or should that be, ‘like many great DMs’?), I’m not happy with the standard HP system in Pathfinder.  You have your Hit Points and once you hit zero, you lie there…  Unable to do anything at all, until someone heals you.  So basically you become utterly useless.  Of no consequence.  Not helpful at all.  And yet, you’re not actually dead

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Doesn’t feel particularly ‘Heroic’ does it?

If your Players are the stars of this story, shouldn’t they feel more awesome?

I’m glad you agree.

Now The Angry GM has come up with a brilliant alternate system for D&D 5E, so all credit for this post goes to him; I’m simply trying to translate the details/effects into the Pathfinder system.

So let’s get into it shall we?

Take your HP, and multiply it by two.  Half of that sum will be referred to as your ‘Vigour’, and the other half as your HP.

Vigour

Now, here’s what happens when a character gets hurt.  When a character gets hurt, if they have ANY Vigour at all, they take the damage to their Vigour only.  It is assumed they mostly defended themselves or dodged or turned it into minor injuries or can ignore the pain or magic.  They took a hit, but it wore them down more than it hurt them.

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If a character has NO Vigour remaining, the damage is applied to their Hit Points.  They didn’t defend themselves.  They are too exhausted.  They are now starting to take serious injuries that are tangibly affecting them.

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NOTE: All damage must be applied completely to Vigour OR Hit Points; there is ZERO spill over.

E.G. If a PC has 3 Vigour left and takes 7 damage, they now have 0 Vigour and the spillover damage is ignored.

Healing

Any form of magical or mundane healing can be applied to EITHER Vigour OR Hit Points but not both.  The Healer must pick one or the other.

Vigour AND Hit Points are fully recovered during a Long Rest – as long as the PC has been stabilised – with a successful Heal Check.

When a Character is Out of Vigour – Shaken / Exhausted

When a character has 0 Vigour, they suffer a condition called, ‘Shaken‘.  Basically, pain, exhaustion, and lost morale is affecting them now.  They are beginning to lose their ability to fight effectively and can no longer ignore the pain of the injuries they have.

SHAKEN

  • > -2 to Attack Rolls (includes spells that use Attack Rolls).
  • > -2 to all Saving Throws.
  • > -2 to all Skill and Ability Checks.
  • > 1 HP Bleed damage is taken every turn that you are not at your maximum HP value.
    • > A creature that has at least 1 Vigour is no longer Shaken, but continues to take 1 Bleed damage to its HP until either, all the creature’s HP is healed to “max”, or is stabilised via a successful Heal Check / spell.

And there you go.

Simply put, the PC can’t attack effectively.  When you make an Attack Roll, you’re at a disadvantage.  When you have to make a Saving Throw you’re at a disadvantage.  When you have to make a Skill or Ability Check you’re at a disadvantage.

Now, when your HP is reduced to half or less, your situation is getting dire.

Death is rapidly approaching and that damage is really starting to take its toll.  As a result, you move from ‘Shaken‘, to ‘Exhausted‘.  You retain all the Shaken penalties, and also gain the following:

EXHAUSTED

  • > Your movement is halved.
  • > You cannot run or charge.
  • > -6 penalty to STR and DEX.
  • > Once your HP is healed above half, you move back to being Shaken; unless the Healing maxes out your HP.

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Offensively, the PC is suffering from his/her wounds.  It is far harder for them to make attacks, and lots of other actions become much harder as well.

NOTE: Actions that don’t require attack rolls, saving throws, or skill/ability checks are unaffected.  So healing spells, and standard/class abilities that allow for defence, buffing, or tactical cleverness are unaffected.  Defensively, they can still protect themselves.  Offensively, they are hurting.

This creates an emergency state in which the character can still do stuff defensively, but not offensively.  Essentially, the character is very close to death.

Also notice that Hit Points DO NOT recover during Short Rests (more on that below!), only Vigour damage does.

At Higher Levels

At each level, characters gain Vigour according to the way they would gain hit points under the normal rules.  So, a Bard would gain 1d6 + CON mod in Vigour for every level.

At 4th, 8th, 12th, 16th, and 19th level, characters gain more Hit Points as well.  They gain a Hit Point increase equal to their normal, level by level increase of Vigour.

So, at 4th level, as well as the usual Vigour increase, a Bard would gain 1d6 + Con modifier to its HP too; and then again at 8th level, and so on.

Roughly speaking, once the PCs get beyond roughly third level, their Hit Points will be approximately one third of the Vigour.  Why?  Because this guy did some mathematics.

The average PC can expect the average monster of their level to take 30-50% of their HP in a single, successful hit but that’s a high estimate.  That means that, with HP equal to one third of your Vigour, once you’ve been Shaken, the WORST CASE SCENARIO is that the next hit will be deadly but usually, you can survive two more hits.

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And that’s exactly what I want.  I want that emergency scenario that demands defence, healing, retreat, or a change in tactics to be just enough that the PC can only ignore it once, at MOST.  I want to create a situation where the Player is actively involved in their Character’s life right to the very end.

I want to get rid of the situation where the Character hits 0 HP and the Player disengages from the game or gets angry/frustrated due to them not being able to do anything.


A Short Rest

I really want to avoid the ridiculous situation around PCs resting in the middle of a dungeon crawl or during a castle raid.  I HATE that!  I mean seriously!  Do you really think the bad guy is going to sit there for eight hours playing Knucklebones until you’re back to full health with all your spells and ready to fight him again?

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Don’t get me wrong, I know WHY the Player’s want to do it, they want all their spells/abilities available!  I understand that desire, I really do but it’s simply unrealistic in the realms of this fantasy world that we play in.

So, in a rare flash of (potential, but untested) brilliance, I’ve decided that once per day, you can take a Short Rest and regain the following:

SHORT REST

  • Regain all your Vigour.
  • Regain half of your spell per day uses.
  • Regain half of your class feature per day uses.
  • Regain zero Hit Points.
  • NOTE: the ‘per day uses’ of your Spells and Class Features above are always rounded DOWN; minimum of 1.

We’ll see how these two things go while we play, and I reserve the right to change this if necessary, all in the spirit of making the game exciting!

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7 thoughts on “House Rule – New HP / Rest Mechanics

  1. zhap77

    Great tweak mate. We spoke about the HP before so you know I’m all for it, but I like your short rest addition. I too hated the idea of setting up camp in a hostile dungeon/castle etc. It just doesn’t happen. Will be interesting to see how it plays out.

    There are going to be some serious healing decisions made. At low levels and therefore low starting HP levels the -1 to HP each turn that you’re damaged will quickly put some squishy PC’s in trouble. The higher levels you are the easier it will be to leave players injured and focus on vigour to avoid the mega crit one shot. Thoughts on whether this will scale correctly?

    1. Glad we’re on the same page with the resting, it is a pet hate of mine that was necessitated by the game mechanics. I’m trying to fix that without breaking the game. I can change it as we go if something becomes glaringly OP or similar.

      I don’t think scaling will be a problem, as it’s been given some thought already. Basically, when you level up, you roll you Hit Dice and your Vigour goes up by that amount every level; so you’re getting stronger, more resistant to ‘the slings and arrows of outrageous fortune’. Your HP however will only increase every 4 levels and again, your Hit Dice roll will determine by how much.

      I’m fairly sure that should keep things in check.

      Also, while at higher levels your Vigour will be much greater than your HP, you only have to take 1 point of damage to your HP to get that ‘bleed effect’ of 1 HP per turn, don’t forget that it also gives you a -2 to all attack rolls / saving throws / skill checks etc.

      That -2 may need to be increased every 4 levels but we’ll have to wait and see whether that’s necessary.

      Great question though, thanks for bringing it up matey!

  2. This should be interesting (full resting part). If you’re in a dungeon and just got your ass handed to you early in the piece, would you take a short rest and risk moving on? I’d say it’d be unlikely if it’s early enough and you’re unable to rest completely. Better to abandon the attempt until you are at full capacity (which would slow the story).

    As for the HP, I like the idea you once you’re vigour goes, you have to think more defensively. Buff you’re party or “aid another”.

    1. Yep resting could cause some dynamics to the storyline, and adventure details. If you’re after someone and decide to take a rest… Maybe he’ll be gone and your search for him will have to start all over again. Maybe, he’ll bolster up his defences, given that he has more time to prepare for you. Maybe, he’ll send an attack force at you en mass!

      As for the HP, I think it’s a great system too. Makes you feel heroic because your injuries actually have an effect in the games mechanics. Should add to tension and immersion – I hope!

      I’ve never liked, “I’m fine, I’m fine, I’m fine, I’m down.” Far too black and white.

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