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5th Edition Hit Points & Grievous Wounds

Started by VengerSatanis, July 08, 2014, 03:11:12 PM

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Marleycat

#15
Quote from: VengerSatanis;767136A month or two ago, I wrongly inferred that basic 5e D&D would be the most OSR version and the PHB and DMG would only facilitate later edition play.  Nope.  basic is right in the middle with the PHB (mostly the DMG, I think) giving DMs and players options for scaling their game back to the 70's or late 2000's.  

I can just imagine the conversation between RPGPundit and Mike Mearls.  "Hey, Mearls, you know that book that's going to the printers in two weeks and the other one coming out in a couple months?  Yeah, I'm gonna need you to take out a bunch of stuff and put in all new junk.  Don't worry, my tribe has been playtesting this shit for decades.  It's solid.  BTW, also needs more cowbell.  Oh, and tentacles.  Cause Venger said so."

VS
It will be in the DMG but you have it right. Notice how easy it would be to modify cantrips and healing in multiple directions? I think it's intended because the DMG has already been described as a kind of hacker's guide to the whole game. Very FantasyCraft like to me. Add this, remove that, use this version of this or that...speed that up, slow that down....all through specific modules.
Don\'t mess with cats we kill wizards in one blow.;)

VengerSatanis

This is the revised blog post.  I'm grateful for all the constructive criticism and feedback!

Quote5th Edition Hit Points & Grievous Wounds

Damage and healing is a polarizing issue among the 5e crowd.  We have one camp believing hit points should be fatigue/stamina while another believes hit points are actual injuries.  For those somewhere in the middle, who don't want to house-rule away the HD healing and total refresh after 8 hours of sleep baked into the system's core rules, I propose this...

Instead of the standards double damage crit, the DM may elect to apply a grievous wound instead (not counting bludgeoning damage).  Grievous wounds do not heal at the same rate as other hit points.  They represent an arrow to the gut, slash upside the head, or taking a morning star to the spine.  The kind of physical devastation that won't disappear after a good night's rest.  Such damage takes 1 day to heal 1 hit point, unless supernatural healing is proffered such as cure light wounds, a healing potion, etc.

For instance, a slathering beast with orange and aqua scales lunges at the party's warrior.  The creature normally does 1d10 damage.  GM rolls a natural 20 and chooses to make this a grievous wound rather than doubling the damage.  He rolls a 7.

The fighter loses 7 hit points which will take 7 days to fully heal without magical means.  Whatever the fighter's hit point total, he can eventually self-heal that number minus 7 until tomorrow, at which point his total available hit points will be the usual number minus 6.  The day after it's minus 5 and so on...

Grievous wounds are not cumulative.  If that fighter took another critical and grievous wound for 5 points later in the day, his total aggravated damage would still only be 7.  However, if the damage rolled was 11 instead of 5, then the fighter's grievous wound would be at 11.

I thought about the difficulty some 5e gamers are having with healing damage quickly.  Rather than shouting, "This is terrible!" or sweeping it under the rug with justification after justification, I decided to try and fix the problem.  Some of us oldschoolers enjoy the deadlier aspects of D&D when players were somewhat afraid for their characters' lives.  But, if you prefer the modern approach, enjoy your coddling.

On the way home from work yesterday, I remembered aggravated damage from one of my favorite old school RPGs, 1st edition Vampire: the Masquerade.  Those who know V:tM will remember that being chewed up by a werewolf doesn't go away after drinking a little human blood.  Aggravated wounds are persistent.

Though it will only happen approximately 5% of the time (not counting advantage), I think this is a reasonable compromise for those, such as myself, who feel that not all injuries should alleviate swiftly.  Disagree?  Send me your feedback.  I want to know what you think?  Is this something you might use?  Why or why not?


VS


p.s.  Or you could simply use exploding dice for all damage (again, excluding bludgeoning).  Just as lethal but without the extra bookkeeping.