In a lot of d20 games, the damage increase rises incredibly fast. Almost as fast as the HP increase itself. This makes battles pretty short.
I enjoy longer more thought-out battles that require more strategy than just "use your most powerful abilities first".
So I thought of an idea that would encourage disabling an enemy over just raw damage.
All HD are automaximized. In addition, several special immunities are granted while you have 50% or more of your current max HP:
- Ability Damage/Drain: Ability damage, ability drain and level drain cannot reduce you below 1.
- Mental Resistance: You can't be compelled to surrender or commit suicide and get a Will save to negate Power Word effects (even though normally they may not have them).
- Death Effects: Death effects stun you for 1 round and deal damage instead of death. The damage is 1d6/caster level unless noted otherwise (save for half).
- Disabling Effects: Disabling effects cannot affect you for more than 1 round at a time. A "disabling" effect is anything that causes the target to be unable to take their normal actions (confused, dazed, dominated, frightened, paralyzed, staggered, stunned, panicked, unconscious). If you are affected by a disabling effect that lasts longer than 1 round, you instead lose 1d6 hit points per round you would have been affected after the first.
*You do not gain these immunities against foes with a CR that's 5 or more points above your CR (your level -1 = your CR).
*Accumulating nonlethal damage equal to half your current HP or more effectively lowers your HP below 50% for these purposes.
*If a special attack lowers your HP below 50%, you are still treated as having >50% HP until that attack is full resolved.
Given that many d20 players are powergamey munchkins, this means that fights may actually last more than 2 rounds. :P
I do not recommend this for players who are not hardcore experienced d20 gamers.
This message was last edited by the GM at 03:56, Wed 01 Oct 2014.