Starfinder Discussion
Facinating:
The new damage system uses
Resolve
Hit Points
Stamina
Where Hit Points and Stamina both increase almost similar to how old pathfinder hitpoints did, with slight modifications, and Resolve increases at a much slower rate, more like HD or BAB.
What it reminds me of, was similar to my modification I'd been considering for 5th edition. Splitting the Hitpoint pool down to two pools, a HP and Vitality pool. With Vitality representing more quickly/easily healed damage.
The interesting difference I note is that I had magic healing by default targeting/restoring vitality, not hitpoints as the standard. StarFinder has magic healing healing hitpoints, not staminia. Actually, restoring stamina is supposedly, other than the easy and natural restoration via expending Resolve and time, is apparently so far much harder.
I'm contemplating a couple changes already, which would help deal with one complaint I already heard about. [people taking a critical hit, and getting a maiming injury, yet potentially only taking Stamina damage, that might be shrugged off after 10 minutes, yet still having technically lost a limb.] My idea being, relatively simple. When someone takes a critical hit, you roll for damage twice (or three times, depending on the multiplier). You need to keep track of the three damages separately first. Pick one of the multiple damages(normally people choose the largest), and it gets applied to the bottom of the HitPoint pool, even if you have stamina left. The rest of the damage gets applied to the stamina pool until it is consumed.
Also, I'm considering changing non-lethal damage a slight bit. Having it always apply to stamina. However, non-lethal damage, will continue to reduce one's stamina to negative levels. If one's stamina exceeds their remaining HP, they are knocked unconscious, but not dying. I'm also thinking if their stamina drops below -max HP or stamina, non-lethal damage begins doing lethal damage due to shock.
I'm also contemplating potential implementations of my grievous wounds implementations, which limits HP recovery to 1hp/day from those wounds, and might temporarily reduce their max HP and max Stamina pools while in effect. However, this could make critical hits extremely effective, and even debilitating. [the question being, if this is OK, and desirable or not]
Really, the StarFinder rules are very similar to taking approximately half of the HP pool and making it operate more similarly to the 5th edition rules, save restoring the full pool each time, but probably slightly less often.
I also don't know if I like monsters having only HP. Even though Stamina won't normally matter, it might with respect to a critical, for instance. Also some things, such as certain poisons or other additional damages, we might require the primary attack does some HP damage before it kicks in.
Anyway, just some quick thoughts. And I find it interesting how I compare this new ruleset to the set I was developing for a variant for 5th edition.