Homebrew - Cinematic Injury
So rather than the boring "you lose X HP" every attack, I had an idea to make damage more cinematic.
Take a whole list of conditions, say Paizo's Critical Hit deck.
Rather than gaining HP, you merely have a base amount of HP at 1st level which grows very slowly (ridiculously slow). Whenever you're reduced to 0, you acquire a critical hit effect and reset to max. However, you also roll a random chance to see how long the injury lasts. A few rounds, until healed, or even permanently.
A KNOCKOUT card will be included in the deck. At some point you'll roll or draw it and that's it for you. Then it's negative hit points, death saves or whatever suits your GM's fancy.
So here's my run down of this implemented in a d20 game:
All characters start with an amount of HP equal to CONSTITUTION SCORE + MAXIMUM HD (darn multiclassers take average and round down). Any effects that target a creature based on their number of hit points cuts their limit in half (such as Power Word Kill) and there is no additional damage based on level beyond the minimum level needed to acquire an effect (for example, Fireball's damage doesn't go up after it is acquired).
Whenever you're dealt enough damage to be reduced to 0 HP, you acquire a critical hit effect upon yourself and reset back to max HP. Critical hit effects will keep stacking up. If you are dealt enough damage in one blow to double, triple, or even quadruple your HP, your critical hit effect lasts longer based on the multiplier: normal = lasts 1d6 rounds, double = lasts until magically healed (1st-3rd level spell) or 1 hour rest, triple = lasts until magically healed (4th-6th level spell) or full night's rest, quadruple = permanent until magically healed (7th level spell+).
So a 1st level barbarian with 14 Constitution would have 15 + 12 HD = 26 hit points while a 1st level wizard with 8 Constitution would have 8 + 6 HD = 14 hit points. Much more than normal at 1st level but it doesn't grow very fast (46 and 34 by 20th level respectively).
Does anyone else have any cool ideas for making injury and recovery in combat more "cinematic" and "suspenseful"?
This message was last edited by the GM at 18:11, Sat 24 Jan 2015.