Diminished combat ability?


Combat & Magic

Liberty's Edge

We playtested a system of diminished capability in combat based on HP. The following is what we used.

Damage Threshold
Attacks that deal massive amounts of damage can impair or incapacitate you depending on of how many hit points you have remaining. Your damage threshold determines how much damage it takes to reduce your combat effectiveness. You calculate your damage threshold as follows:

Damage Threshold = 25% of a character’s total Hit Points

Any time your hit point total lowers by 25%, it reduces your combat effectiveness, much as encumbrance can affect a character. A character or creature at full hit points is assumed to be in a “normal” state, which represents one end of the condition track. Every time a character’s a character’s hit point total falls below the damage threshold (25% of the total hit points available), you move one step down the condition track. When a creature reaches 0 hit points, he is considered unconscious. A creature or character that falls below 0 hit points by an amount equal to his damage threshold is considered dead.

Full Hit Points or lower = Normal; No penalties
75% Hit Points or lower = -1 penalty to Armor Class; -1 penalty on attack rolls, ability checks, and skill checks.
50% Hit Points or lower = -2 penalty to Armor Class;-2 penalty on attack rolls, ability checks, and skill checks.
25% Hit Points or lower = Move at half speed;-5 penalty to Armor Class-5 penalty on ability checks, attack rolls, ability checks, and skill checks,
0 Hit points or lower = Helpless (Unconscious)
Below -25% Hit Points = Dead

Removing Conditions
You can improve your condition by spending a swift action to use Second Wind (see below), to increase your hit points by 25%, or by resting for six consecutive hours.

Second Wind: You can improve your hit points by an amount equal to your damage threshold by using a swift action to use Second Wind. You can use Second Wind only once per encounter.

Resting: Resting for six consecutive, uninterrupted hours will restore a character to full hit points, returning you to a normal state.

It seemed to work out well, and simulated fatigue in combat effectively and simply. Any thoughts?


seems like an ok system not bad but i dont think core needs something like that wouldnt mind running something like that sometime though.


I like it but I think if you simplify it just a tad it will fit nicely in a side bar. I would divide hitpoints into thirds

100%-66% no penalty
65%-33% -1 to all rolls and to armor class
32%-0 -3 to all rolls and to armor class

certain feats could negate all or parts of this penalty if only for a number of rounds (dramatic adrenaline is nice) movement may decrease by 10ft when below 32% hitpoints. It could be negated if someone uses an aid another action to help limp the character out of harms way.(this second part is just fun flavor add-on)

Liberty's Edge

The math was easier to follow using increments of 25%. Most people can more readily follow "half" and then "half of that."

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