No magic damage/healing D&D stuff, mostly for games with lots of guns

No magic damage/healing D&D stuff, mostly for games with lots of guns
Hit Points are “Luck Points”. When they’re gone, you’re “out of luck” and next hit is gonna hurt. After a long-rest/8 hours rest/whatever they all come back.
A hit after luck is gone causes wounds. You have wound capacity equal to 2 + Con  bonus. When wounds are gone, you fall unconscious and start to bleed out. Also see Hit Location which may have other effects for damage to individual locations. 
Wounds from single attack:
1-10 damage=1 wound
11-20 damage=2 wounds
21-30 damage=3 wounds
31-40 damage=4 wounds
41-50 damage=5 wounds

Hit Location:
Roll 1d12
1-3 Legs: 1 wound, ¾ movement; 2 wounds, ½ movement; 3 wounds, ¼ movement; 4 wounds, can’t move; 5+ wounds, leg destroyed (50% chance of either). Roll Con save or die.
4 Right Arm: 1 wound, no effect; 2 wounds, disadvantage on attacks/skill rolls with this hand; 3 wounds, can’t use arm; 4+ wounds, arm destroyed, roll Con save or die.
5 Left Arm: 1 wound, no effect; 2 wounds, disadvantage on attacks/skill rolls with this hand; 3 wounds, can’t use arm; 4+ wounds, arm destroyed, roll Con save or die.
6-11 Torso: 1 wound, no effect; 2-3 wounds, disadvantage on all attacks/skill rolls; 4 wounds, unconscious; 5 wounds death.
12 Head: 1 wound, disadvantage on all rolls; 2 wounds, unconscious; 3 wounds, death.

Healing: with proper care and rest 1 wound per hit location heals per week (barring losing a leg or arm (unless you’re a snake person)).
Need some wording about the interaction of total number of wounds and the effects of wounds to hit location but that should be pretty easy.

#rotpl   #justheartbreakerthings

Comments

  1. Luck points are the best solution IMO to a DIe Hard-style game. Maybe a bit more lenient in regards to damage, but yeah.

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  2. What if wounds ate into your "Constitution/Endurance" and if that hits 0 you die? Then a wound occurs for every N points of damage dealt (round to the nearest N).  I would suggest N = 2 or 5 depending on how lethal you want things.

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  3. This is very similar to Crypts and Things (S&W hack) after you HPs are gone you take Con dmg and make a saving throw or go unconscious. HPs can't be healed.

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  4. Showdown:
    No luck points, hits go straight to wounds. All shots do 1d6 wound damage.

    ReplyDelete
  5. I am not saying this wouldn't work. I am saying I wouldn't use it. I don't like the idea that players know their characters wake up in the morning with honed reflexes and hair-trigger reactions, able to duck and dodge--to a point. Then they'll get hit. They're lucky for a while, until they aren't.

    Man, if it's luck based, I'd make attacks more "save or die" in that you get hit, make a saving throw to minimize or avoid the hit or take a critical that affects your capacity to act.

    That way you don't have a guaranteed cushion of "God loves you" before you get to the real damage, but with each hit it could go either way.

    Less dangerous attacks automatically go to the cushion. More dangerous attacks may have a penalty to the "save" to get grazed. Because a .50 cal slug doesn't just leave a scratch when it grazes you, but you might get sprayed by bits of your cover that did get destroyed and take some of that inconsequential damage. (Still a chance for inconsequential damage, but a much smaller chance.)

    I can be a grump when it comes to hit points, though, so... here's that shaker of salt with which to take my opinion. Just a thought. Carry on. =p

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