Injury HP Variant: Damage Penalty Option


Homebrew and House Rules

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Concerning the Alexandrian Disabled and Dead Rules

Very glad that you guys pointed that out! Another houserule that I'll adopt in my next game.

Well, maybe not in their entirety, but I like getting rid of the dying condition and extending the disabled condition until one dies.

That being said, Alexander's rules on death are rather modular and while it meshes well with these variant HP rules, they can be fully applied or totally ignored without any impact on Kirth's damage penalty rule.

'findel


I'm a fan of that article too, but the best aspects of it cover the dying mechanics... and we're concerned mostly with damage penalties here. I think there's great potential for combining the two, but I am committed to the creation of small rules that work independently.

I prefer buffet-style.

Dark Archive

Laurefindel wrote:

*** page jump ***

Concerning Damage Penalties:

  • -1 to AC, spell saves DC and to all and every dice roll.
  • -3 to AC, spell saves DC and to all and every dice roll.

A more brutal-to-spellcasters option might add that penalty to one's *caster level* as well. A 1st level spellcaster who is suffering injury damage would be utterly hosed, unable to concentrate sufficiently to use a spell (being treated as CL 0). A 2nd level spellcaster would still be able to get that sleep or burning hands off, but it would last half as long, or do half the damage, as he's at CL 1 right now.

By 4th+ level, you'd have progressed to the point that no level of injury that didn't knock you down would stop you from casting spells, but you'd still have a notable reduction in duration and / or damage, depending on the spell cast. Even at 10th level, a half-dead mage with only a few hit points remaining is going to be limited to throwing 7d6 fireballs.


Set wrote:
Laurefindel wrote:

*** page jump ***

Concerning Damage Penalties:

  • -1 to AC, spell saves DC and to all and every dice roll.
  • -3 to AC, spell saves DC and to all and every dice roll.

A more brutal-to-spellcasters option might add that penalty to one's *caster level* as well. A 1st level spellcaster who is suffering injury damage would be utterly hosed, unable to concentrate sufficiently to use a spell (being treated as CL 0). A 2nd level spellcaster would still be able to get that sleep or burning hands off, but it would last half as long, or do half the damage, as he's at CL 1 right now.

I thought about that too, but then thought it would be too harsh.

I was also thinking of wizards whose spells are 'loaded' upon preparation. In a more vancian conceptualization of magic, a spell's energy is stored when the spell is being prepared and then released in full or not at all. It works similarly for clerics whose prayers are granted by a third party who may or may not be influenced by the condition of their follower.

I'm still on the fence there...

'findel


Evil Lincoln wrote:
I'm a fan of that article too, but the best aspects of it cover the dying mechanics... and we're concerned mostly with damage penalties here.

That's what I meant to say. That set of rules is nice but unconditional to your set of variant rules..


There isn't a mechanical reason that damage penalties should be tied to injuries.

If HP represent an "overall abstract readiness to survive the next attack", then it seems to me that the damage penalty should apply at 50% and 25% hit points, irrespective of injuries. That makes it a rule that works equally well with the RAW.

The injuries HP variant is really a rule about HP recovery. If we include injuries into the damage penalty rules, we introduce a serious bias to spellcasters when it comes to combat resolution; something the injuries variant doesn't interact with at all.

Spellcasters would have more ways to dish out penalties, and martials will still only get a tiny slice. Damage penalty should interact with HP only, not injuries. That way blaster mages and martials get a sure thing added to their arsenal.

EDIT: I know full well that I put Injury HP in the title of this thread and now I'm backpedaling trying to separate them. But, I've got to stick to my principles!


Kirth, did you ever consider another set of thresholds, like 75% and 50%?


Evil Lincoln wrote:

There isn't a mechanical reason that damage penalties should be tied to injuries.

If HP represent an "overall abstract readiness to survive the next attack", then it seems to me that the damage penalty should apply at 50% and 25% hit points, irrespective of injuries.

I humbly disagree, to a certain extent.

If HP represents a readiness to survive, then the loss of HP is already penalty in its own. Penalizing those who are already low in their readiness to avoid another blow is kind of a double-whammy.

On one hand, it does break the linearity of HP loss, which is good IMO. On the other hand, tying this rule to your variant HP rule is the kind of interesting synapse that I like in game design.

The reasons I came up with my proposal were the following:


  • I hate calculating 25%. It isn't hard, but I have plenty of things to think about already. One threshold is enough
  • Being injured IS incapacitating. It's not about the pain per say - the adrenaline takes care of that - its about your body not being able to do what it usually does.
  • Your variant HP rule distinguished blows that hurt from those that didn't. Adding a penalty to this is a sensible consequence IMO. Monsters and NPCs won't care much for injury damage or stamina damage, but they will about penalty or no penalty.
  • It would bring a bit more oomph to lucky criticals (and valour unlucky criticals that deal sucky damage).
  • With conditions both at 50% HP and first injury, neither blasters nor fighters lose much of their use. IMO, both will get better glory time.

Let me insist more on the fact that for most monsters, the difference between stamina damage and injuries is trivial. I'd imagine that most DMs (including myself) won't even bother noting injuries for most NPCs, which deprives the players from dealing 'special' damage.

I know that the whole point of the injury HP variant isn't so much about dealing special 'injuring' damage as about receiving special 'not-so-lethal' damage, but the correlation is there nonetheless.

Given that we are dealing with a houserule that makes combat more dangerous (by applying penalties to wounded creatures), it isn't a far stretch to associate special impairing penalties with special injuring damage.

'findel


Points!

Laurefindel wrote:


I don't like calculating 25%. It isn't hard, but I have plenty of things to think about already. One threshold is enough

Half of half. Ain't so bad, especially when you can just write it down. The damage penalty rules I've played with were basically this, or more complicated. The thresholds only change when you level, so the complexity is definitely manageable.

Laurefindel wrote:


Being injured IS incapacitating. It's not about the pain per say - the adrenaline takes care of that - its about your body not being able to do what it usually does.

Agreed. But being distracted, or unlucky, or tired, these are also sources of penalty. Injury still counts, in fact, but the multiplicative property of crits, injuries count a LOT. They speed you along toward that penalty threshold faster than anything short of a disintegrate. So I'm not suggesting we exclude wounds from contributing to penalties, I'm suggesting we include the other elements of HP.

Laurefindel wrote:


Your variant HP rule distinguished blows that hurt from those that didn't. Adding a penalty to this is a sensible consequence IMO. Monsters and NPCs won't care much for injury damage or stamina damage, but they will about penalty or no penalty.

It was sensible to me too, that's why it's in the thread title. Except, let's think: a rule that works with RAW and injury, vs. a rule that works with injury only. Now, there's also no mechanical reason to do it, and it's much simpler not to. And it doesn't directly address the target problem — we're doing it because we like the idea.

Laurefindel wrote:


It would bring a bit more oomph to lucky criticals (and valour those that deal sucky damage).

By bringing luck to only criticals, instead of all attacks... and then giving a sure thing to blaster mages, you introduce a further imbalance to an already tenuous system.

Laurefindel wrote:


With conditions both at 50% HP and first injury, neither blasters nor fighters lose much of their use. IMO, both will get better glory time.

This may well be. I'll let my other points stand.

This has gotten interesting.


Evil Lincoln wrote:
good counter-arguments...

Actually, you got me convinced with most of your points a few posts back.

Originally, I didn't like tying penalties to HP total at all. I ruminated on the matter for a coupe days actually, and now I see sensible reasons to do so.

I still like tying penalties to injured characters (as your variant HP rules) for reasons stated above.

Making both injury and 50% total HP conditions for damage penalties made the most sense for me then (you get the first stage of penalties for being injured OR being dropped to 50% HP, whichever comes first) , and I think it still does as of now. At this point it may be a question of taste...


Laurefindel wrote:
Let me insist more on the fact that for most monsters, the difference between stamina damage and injuries is trivial. I'd imagine that most DMs (including myself) won't even bother noting injuries for most NPCs, which deprives the players from dealing 'special' damage.

This helps my case, I think.

If Damage Penalty is tied directly to HP and no other houserule enters into it, then the GM just has to track HP. If injury causes a damage penalty, then the GM needs to start tracking NPC injury. We all know that we're lazy GMs who won't track NPC injury beyond what is necessary... why add the need?

Both rules work quite well in isolation from each other, I think.


Evil Lincoln wrote:
If injury causes a damage penalty, then the GM needs to start tracking NPC injury. We all know that we're lazy GMs who won't track NPC injury beyond what is necessary... why add the need?

Oh I definitively am a lazy DM (who don't even like to bother calculating 25%!), but I'd just 'check' injury besides the monster's HPs and be done with it. No need to keep track of injuries, its just a 'yes' or 'no' question in their case.

'findel

Grand Lodge

Laurefindel wrote:



  • I hate calculating 25%. It isn't hard, but I have plenty of things to think about already. One threshold is enough
  • Being injured IS incapacitating. It's not about the pain per say - the adrenaline takes care of that - its about your body not being able to do what it usually does.
  • Your variant HP rule distinguished blows that hurt from those that didn't. Adding a penalty to this is a sensible consequence IMO. Monsters and NPCs won't care much for injury damage or stamina damage, but they will about penalty or no penalty.
  • It would bring a bit more oomph to lucky criticals (and valour unlucky criticals that deal sucky damage).
  • With conditions both at 50% HP and first injury, neither blasters nor fighters lose much of their use. IMO, both will get better glory time.

Let me suggest again tying the first 'threshold' to Fort Save as a Total - its a figure right there on the character sheet, its not extreme (apart from perhaps level 1) in being too high as a % of characters total HPs and gives an edge to fighters/Full BAB types to make up for the fact that penalty to casters is relatively minor. There should be an ability to shrug off minor hits - 25% etc is a pain to calculate.

When HPs dip below threshold (Injury will take people below HP threshold as well so no need for a seperate injury rule for status), the penalty kicks in. Doesn't go away until HPs go above threshold (so Injury hurts longer where as just plain HPs will return as per non lethal healing)

-1 to AC, spell saves DC and to all and every dice roll.

For monsters? Unless its your big bad (in which case taking the time and using the Fort rule makes sense) just assume that ALL damaged monsters are at -1.

The 2nd threshold is the tricky part

-3 to AC, spell saves DC and to all and every dice roll.

Whats a figure we can peg it to that makes sense and is easy to calculate? 50% is easiest but by the gods its a bit extreme... 25%/30% is a (small) pain to calculate.


Helaman wrote:
Let me suggest again tying the first 'threshold' to Fort Save as a Total - its a figure right there on the character sheet, its not extreme (apart from perhaps level 1) in being too high as a % of characters total HPs and gives an edge to fighters/Full BAB types to make up for the fact that penalty to casters is relatively minor.

Hey Hela!

I red your previous posts with great interest. I simply haven't commented yet.

I considered dealing with action type before and abandoned the idea. The concept isn't bad but has large ramifications. And once you start applying this to one situation, you realize many other situations want to mess with action types as well... My experience was a bit messy.

The 'Fortitude bonus threshold' idea is an interesting one however. It definitively gives a hedge to fighter type characters over the squishy ones. It would definitively dispel the potential frustration of the 10th level character being told:

"Aha! The goblin crit for 4 damage! All your rolls are now at -1"

or

"You walk in a spike growth. Roll for reflex. You failed? That's 3 points of injury to you. Oh, where you already below 50% HP? Then that's a -3 to everything then".

I might consider that instead of the 'penalties on first blood' condition. There's also CON score and CON modifier, but these don't scale with level. Fortitude bonus is a nice touch. I haven't decided if that would be worth the hassle of tracking injury points and compare it to a threshold. Also, I would expect most situations dealing injury damage to bust that threshold in most CR-appropriate encounters, but it would solve the few potential frustrating corner cases... You given me some stuff to think about.

'findel

Grand Lodge

The beauty of a take an injury, cop a penalty is its "no book keeping, no maintainence' but yes, its potentially a pain for warriors or higher level characters who would like to think they are a bit tougher than just taking a minor hit and still getting penalised for it.

It also makes 'Great Fortitude' a better feat (and also by extension, Lightning Reflexes to lower the damage taken).

I'd love to figure a way to make "Endurance" feat pay off but I think a House Rule of the above rule could be a Fort save (adding in the Endurance +4) could be implemented for such DMs.

I'd like to see some sort of movement penalty but don't know how it would fit - creates possible dramatic tension in any chase or flee situations.

Buggered if I know how to make it work simply though - maybe if Injury takes HPs ALSO below threshold then 'penalty to move' also applies but it takes away from the KISS principal.


Helaman wrote:
stuff about Great Fortitude and Endurance...

Yes, you mentioned that before and it makes sense. More food for thoughts...

Helaman wrote:


I'd like to see some sort of movement penalty but don't know how it would fit - creates possible dramatic tension in any chase or flee situations

the -1(or-3) to AC, spell DC and all rolls was inspired from Kirth's re-interpretation of the fatigued and exhausted conditions.

In RaW, exhausted forces you to move 1/2 speed and can't run nor charge. It wouldn't be hard to add this to the second stage of penalties...

'findel

Grand Lodge

Laurefindel wrote:


Helaman wrote:


I'd like to see some sort of movement penalty but don't know how it would fit - creates possible dramatic tension in any chase or flee situations

the -1(or-3) to AC, spell DC and all rolls was inspired from Kirth's re-interpretation of the fatigued and exhausted conditions.

In RaW, exhausted forces you to move 1/2 speed and can't run nor charge. It wouldn't be hard to add this to the second stage of penalties...

'findel

Was thinking on this myself... I don't have the rules in front of me but going by PURE tactical movement, movement is detiremined in squares (and so doesn't have an impact in the long term/long distance stuff) but once we move to running (X3 or X4 speed) and out of the traditional encounter then I think there are rolls needed to keep it up etc - the -1/-3 would impact on skill challenges/rolls needed to maintain movement.

A -5 movement (separate to exhausted - which, lets face it is pretty harsh) could be cool for the second condition as well if we wanted to make a tactical impact... now I need to think a bit.


Helaman wrote:
I don't have the rules in front of me but going by PURE tactical movement, movement is detiremined in squares (and so doesn't have an impact in the long term/long distance stuff) but once we move to running (X3 or X4 speed) and out of the traditional encounter then I think there are rolls needed to keep it up etc - the -1/-3 would impact on skill challenges/rolls needed to maintain movement.

As far as I know, both number of 'squares' moved on the tactical map and overland distance traveled in a day rely on your base speed (which is halved when exhausted). Normally, exhaustion is easily healed out of combat (just wait 1 hour) and then you're down to fatigued (which does not carry any movement restriction). Tying it to injury will make this last potentially longer. Then again, exhaustion isn't curable with Heal skill, but injuries are...

I'm a bit concerned about the 'not being fast enough to flee' part. I'm afraid this could degenerate in a real spiral of death. It would be realistic, but I'm not convinced it would be desirable. To a lesser extent, I'm afraid of PCs easily tracking down fleeting opponents and finish them all one by one.

'findel


This brings me back (almost) to Kirth Gersen rule...
.
..
...
....

Quote:

Damage Penalties (harmonized with the injury variant HP rule)

A character that receives damage in battle loses its capacity to fight efficiently. Be it form weariness or as a result of an injury, the character receives penalties according to its current state.

A character becomes fatigued when one of the two following situations apply:


  • the character has lost more than 50% of it total hit points.
  • the character has received at least 1 point of injury damage.

A fatigued* character becomes exhausted** by doing something else that would normally cause fatigue, including when both situations stated above apply simultaneously.

*fatigued = -1 to AC, spell save DC and all dice rolls.
**exhausted = -3 to AC, spell save DC and all dice rolls. An exhausted character moves at half speed and cannot run nor charge.

Fortitude bonus variant rule:

Replace "the character has received at least 1 point of injury damage" with "the character has receive more injury damage than its Fortitude save bonus (The Endurance feat grants a +4 resistance bonus to a character's Fortitude for the purpose of determining its injury threshold)."

Caster level loss variant rule:

Replace "-1 to AC, spell save DC and all dice rolls." with "-1 to AC, caster levels, spell save DC and all dice rolls." and "-3 to AC, spell save DC and all dice rolls." with "-3 to AC, caster levels, spell save DC and all dice rolls."

Casting time variant rule:

Replace "An exhausted character moves at half speed and cannot run nor charge" with "An exhausted character moves at half speed, cannot run nor charge and consider all casting time as one step higher (swift action becomes standard action, standard action becomes full-round action, full-round action becomes 10 minutes etc)."

'findel

RPG Superstar 2013 Top 8

So you guys think the DC penalty shouldn't apply to Stunning Fist, bomb splash, etc.? Just spell save DCs?

Grand Lodge

Flak wrote:
So you guys think the DC penalty shouldn't apply to Stunning Fist, bomb splash, etc.? Just spell save DCs?

Good point - have to fit that in somehow without the wording going on forever.

I think final 30% HP should be the 2nd threshold. Or maybe make it 1/3rd rounded to the nearest figure (simple).

Leaves enoughs HPs to get away but isnt too soon in the HP track so that they are dangerously inefficient (-3 penalties) BUT still tempted to hang in there.


The only problem I see is the reverse of the Magic Missile situation. Some abilities require multiple checks to pull them off.

A fireball only requires one save, whereas other spells (or abilities like stunning fist) require additional attack rolls, or even multiple saves.

These abilities are balanced assuming that standard rules. Applying a penalty (especially at a factor of 3 when really hurt) can greatly widen that rift between these spells and abilities.

I'm not sure if that was the intention. Considering most non-caster abilities require an attack roll on top of a save or whatnot, it seems like there might be more "hidden" drawbacks for martial characters.

.
On the flipside, if this includes damage rolls, then low dice, high bonus damage rolls have a serious advantage over the multiple dice damage effects.
Rolling a -3 on a d6 leaves only an average of 0.5. Maybe just a -3 to the whole pool of dice thrown? Makes more equivalent sense.
No need for a 2d6 Greatsword to average 1 pt of damage, vs the 1s12 Greataxe dealing 3.5 damage.


Flak wrote:
So you guys think the DC penalty shouldn't apply to Stunning Fist, bomb splash, etc.? Just spell save DCs?

Good point. How about something like the following: "...and to the save DCs of any offensive class feature, ability, or spell of the character," for wording?

RPG Superstar 2013 Top 8

Kaisoku wrote:


On the flipside, if this includes damage rolls, then low dice, high bonus damage rolls have a serious advantage over the multiple dice damage effects.
Rolling a -3 on a d6 leaves only an average of 0.5. Maybe just a -3 to the whole pool of dice thrown? Makes more equivalent sense.
No need for a 2d6 Greatsword to average 1 pt of damage, vs the 1s12 Greataxe dealing 3.5 damage.

I'm pretty sure you would apply the penalty once per roll, and the multiple dice are part of the same roll. Otherwise you'd see things like fighters adding their weapon training bonus multiple times when hitting with a greatsword or vital strike :)


The wording isn't the same as Weapon Training (which states: "+1 to attack and damage rolls").
This rule is saying "any and all dice rolls". This can be taken quite differently, depending on interpretation.

And while it might seem obvious to most, why leave it open for a Rules Lawyer to abuse, or even just someone new who is looking at it without knowledge of the intention or common practice that the rest of us have.

While it sounds hard to keep track of, the wording for Exhaustion is very clear on what it's doing: -6 penalty to Strength and Dexterity. Anything that needs Strength or Dexterity is affected, so skills, attack rolls, CMB and CMD, etc.

Alternatively, negative levels list out every single thing that it affects.

Actually.. why not use negative levels? It's been redesigned to be easily applied during combat, and the wording all already there.
Maybe a new glossary section for injuries that applies non-negative energy negative levels.
Though, that does hurt the 1st level character quite a lot. Perhaps negative levels from injuries go away faster/easier, and cannot reduce your character to below 1 (so a 1st level caster can still cast). Or maybe just make it so a 1st level caster is stuck casting cantrips...

Grand Lodge

Kaisoku wrote:
While it sounds hard to keep track of, the wording for Exhaustion is very clear on what it's doing: -6 penalty to Strength and Dexterity. Anything that needs Strength or Dexterity is affected, so skills, attack rolls, CMB and CMD, etc.

But doesnt affect casters, hence the negative to spell DCs...

I like what you say about negative levels so I'll take a decko at that.

Edit - Neagtive level doesnt affect casters and imposes a -5 HP penalty but overall it seems to nail the concept of negatives imposed, though no negatives to damage is imposed - not sure if injury/hp damage should inflict a damage roll penalty.


Helaman wrote:
Kaisoku wrote:
While it sounds hard to keep track of, the wording for Exhaustion is very clear on what it's doing: -6 penalty to Strength and Dexterity. Anything that needs Strength or Dexterity is affected, so skills, attack rolls, CMB and CMD, etc.

But doesnt affect casters, hence the negative to spell DCs...

That was an example to prove my point, not a suggestion for a change to the rule.

Actually, to apply it equally, you could make it a penalty to all stats. That would apply equally across the board for anything except level dependant effects, etc.

I think the negative level language works better (and easier to track.. just -1 to "everything you do"). Not sure about the -5 hitpoints thing though. There's a reason negative levels typically don't show up at the beginning levels.

Grand Lodge

Good stuff!

Was thinking the second round of penalties (-3 or exhausted or whatever) shouldn't apply too early... at 50% (especially at early levels) its gonna seriously endanger the character pretty early.

How about 10% (easy figure) rounded?

Sure its late in the day but players would be aware that getting down to their last hitpoints is gonna put them in serious trouble... but on the other hand when you only have a handful of HPs left a -3 (or exhausted) is more or less a death sentence.

Grand Lodge

Quote:

"A sucking chest wound is natures way of telling you to slow down"

- Attributed to some groovy military saying

OR

Quote:
"Why I think the 2nd threshold/round of penalties need to kick in at 10% of total hitpoints"

If we consider a 1st level fighter, they are more or less GUARENTEED to slide below 50% in a single hit, if not the second hit. As they represent (on the part of "conventional" thinking at any rate) the hard shell before the monsters get to the 'soft chewy center' of the party (ie Mages) you need to keep them effective for as long as possible or you'll find that monsters will strike hard and fast and leave the warriors gasping for breath before they know it. Even leading up to the mid levels the total hitpoints will not be great.

Lets say, with rounding, your average fighter will find his 10% at 1 hp (12hps). A barbarian or one who has taken toughness may get rounded up to "2". By 2nd level we can assume these Martial classes (D10 HD) will be at around 20hps and by 4th 35-40hps. Waiting until the last minute gives these guys greater endurance than if the penalties were to start to come in at around 15-20 hps.

We could also say that when you are down to this 10%, you are pretty close to passing out by RAW... I mean, just a bit more damage and you are 'lights out'. Thematically it fits. It also is a STERN warning to any (not just fighters) that death is just around the corner and surrender may well be an option... and for those fighters who have hitpoints in reserve but are about to hit the 10% margin, some added incentive to get the hell out of there.

For monsters, for those GMs who care to implement similar things - 10% is about when most monsters will surrender if its not some sort of racial genocide type thing and they should be thinking of retreat between when the initial -1 hits (remember just apply it for the 1st hit on any monster who is not the BBEG etc) and that 10% mark. Simply have the monster surrender or offer parlay when they are approaching or hit the final threshold. Simple for GMs.

Grand Lodge

Laurefindel wrote:


A fatigued* character becomes exhausted** by doing something else that would normally cause fatigue, including when both situations stated above apply simultaneously.

*fatigued = -1 to AC, spell save DC and all dice rolls.
**exhausted = -3 to AC, spell save DC and all dice rolls. An exhausted character moves at half speed and cannot run nor charge.

As this differs slightly from the 'book' definitions, should we call this Battle (or Combat) Fatigue and Battle (or Combat) Exhaustion?

Just another question... should the wording be:

*fatigued = -1 to AC, caster levels for spell save DC and all attack, save and skill rolls.

OR

*fatigued = -1 to AC, caster levels, spell save DC and all dice rolls.

Grand Lodge

Given that

Quote:

A character becomes fatigued when one of the two following situations apply:

the character has lost more than 50% of it total hit points.
the character has received at least 1 point of injury damage.

A fatigued* character becomes exhausted** by doing something else that would normally cause fatigue, including when both situations stated above apply simultaneously.

So what happens when a character is exhausted from combat and then receives the exhausted condition as per the book?

Does the new Exhausted (and Fatigued) conditions replace the book

OR

If the standard exhausted condition and the exhausted condition from combat is applied then Strength and Dexterity are lowered as normal, with the standard -3 modifiers still applying but not stacking with the exhaustion from combat. A successful heal check as per ‘Treat deadly wounds’ can negate the worst penalty applied from damage until further damage is taken or the penalty is naturally negated from restored hit points.


Flak wrote:
So you guys think the DC penalty shouldn't apply to Stunning Fist, bomb splash, etc.? Just spell save DCs?

No, I was making it simple for the sake of clarity, but like Kirth re-interpretation, I consider the penalties to be -1 and -3 to everything that is ability-dependent, regardless if it is active (like attack rolls and saving throws) or static (like AC and spell DC).

The penalties should indeed serve for assassin death attack, creature's spell-like abilities, gaze attacks, stunning fists and other ability-dependent class features.

The only ones I'm not sure about (but should go down for the sake of consistency) are poison and disease spread.

[quote=]Helaman
As this differs slightly from the 'book' definitions, should we call this Battle (or Combat) Fatigue and Battle (or Combat) Exhaustion?

Again taking from Kirth Gersen, I'd re-write fatigued and exhausted with these new descriptions altogether.

So yes, a character that is fatigued form having exhausted 50% of its HP will get exhausted if affected by a touch of fatigue spell for example.

For one thing I'm not sure if I'd want damage penalties to stack with fatigue otherwise, and it makes the rule much more simple altogether.

Two thresholds - one about HP, one about injuries; both causing fatigue. Since two fatigue = exhaustion, the penalties worsen as your condition degrades. It works for me.

This is probably where I depart from Evil Lincoln's preference of modular or 'buffet-style' rules, as my iteration of damage penalties has other implications outside the rule (the re-writing of two conditions and the synapse link with another houserule).

In addition, this re-write of fatigued and exhausted suits my personal preferences as I'm considering writing every stat-altering spells, abilities and conditions out of the game.

'findel


Laurefindel wrote:


This is probably where I depart from Evil Lincoln's preference of modular or 'buffet-style' rules, as my iteration of damage penalties has other implications outside the rule (the re-writing of two conditions and the synapse link with another houserule).

I just think it best for collaboration. I'm gonna use my own version, as everyone else will use theirs, I think. But if we work to keep things down to the essentials, we make rules that benefit a larger number of independent ruleswonks who are all trying to add the same thing (damage penalties) to their games, and may or may not like the injury HP variant (or even know about it!)


Evil Lincoln wrote:
Laurefindel wrote:


This is probably where I depart from Evil Lincoln's ...
I just think it best for collaboration. I'm gonna use my own version, as everyone else will use theirs, I think. But if we work to keep things down to the essentials, we make rules that benefit a larger number of independent ruleswonks who are all trying to add the same thing (damage penalties) to their games, and may or may not like the injury HP variant (or even know about it!)

Definitively.

My goal may be more egoistic and less noble than yours, but in reading other people's ideas, suggesting mine and listening to their counter-arguments, critics and opinions, I can develop much better material, much faster in a much more coherent way; even if none ends-up using my rules as I write them.

That's why I love this forum!

'findel


Laurefindel wrote:
That's why I love this forum!

And how!

Grand Lodge

Ok... so exhaustion at 10% of HPs? 50% makes the fighters pretty damn fragile and especially so at level 1 and 2.


Helaman wrote:
Ok... so exhaustion at 10% of HPs? 50% makes the fighters pretty damn fragile and especially so at level 1 and 2.

Using my iteration of the rule, a fighter wouldn't be exhausted at 50%. Unless he also happens to be wounded (had received injury damage), he would only be fatigued.

Using Kirth's iteration of the rule (and Evil Lincoln's I believe), he would have been exhausted from the moment he dropped under 25% of his hit points (regardless of the type of damage he received).

If you include caster levels in the set of penalties, it isn't the low level fighter that is in trouble; its the spellcaster. Below 25% hit point total (or both impairing conditions are met, depending on which version you go for) the 4th level wizard casts as a 1st level. Spellcaster of level 1-3 wouldn't be able to cast any spells at all!


Problem... feature... y'know.

Grand Lodge

Evil Lincoln wrote:
Problem... feature... y'know.

Input... need more input


Laurefindel wrote:
Oh I definitively am a lazy DM (who don't even like to bother calculating 25%!), but I'd just 'check' injury besides the monster's HPs and be done with it. No need to keep track of injuries, its just a 'yes' or 'no' question in their case.

I calculate the 50% and 25% in advance and put it right in the monster's stat block; e.g.,

hp 53 (7 HD; LW 26/HW 13)

I put spaces on my character sheets for PCs to record these values, too, and check boxes for which apply. After all, any houserule has to be evaluated in terms of what it adds vs. whether it slows down play.

Grand Lodge

Kirth Gersen wrote:
Laurefindel wrote:
Oh I definitively am a lazy DM (who don't even like to bother calculating 25%!), but I'd just 'check' injury besides the monster's HPs and be done with it. No need to keep track of injuries, its just a 'yes' or 'no' question in their case.

I calculate the 50% and 25% in advance and put it right in the monster's stat block; e.g.,

hp 53 (7 HD; LW 26/HW 13)

I put spaces on my character sheets for PCs to record these values, too, and check boxes for which apply. After all, any houserule has to be evaluated in terms of what it adds vs. whether it slows down play.

Actually this works better than my Fort Save / 10% thingy...

Anyone else have something to add?


Helaman wrote:

Actually this works better than my Fort Save / 10% thingy...

Anyone else have something to add?

Nothing new to add, other than your method isn't bad in itself.

The 50%/25% method considers hit points in general. Yours, like mine, take into consideration Evil Lincoln's injury variant. I don't think one approach is inherently better than the other. One is simple and detached form any parent houserule, making it highly portable and modular. The other IMO, makes a better job of synergising two houserules in a slightly more coherent whole, but is more disruptive of the system as RaW.

What I meant to ask is whether your 10% applies to injury damage only or hit point damage in general?

Personally, I like to have a bit of both worlds, hence my 50%/1st injury (whichever comes first) proposition.

So what's next on the table? fumbles?

'findel

Grand Lodge

I'm not quite sure we are "there" yet with this.

On the HP/Injury thing it seemed to crystalise into a Epiphany momement and a "Ahhh - there it is" that just needed some polishing to get it to (I believe) its final version.

I'm not feeling that here.


Helaman wrote:

I'm not quite sure we are "there" yet with this.

On the HP/Injury thing it seemed to crystalise into a Epiphany momement and a "Ahhh - there it is" that just needed some polishing to get it to (I believe) its final version.

I'm not feeling that here.

I know, right?

I think the difference is that the other rule was created to address a very specific grievance. For damage penalties, we basically reverse-engineered a rationale for the rule that we knew we wanted ahead of time.

I haven't given up hope for an idea to come out of nowhere and change everything. But if you have Kirth's grievance, then Kirth's solution is pretty damned good.

Grand Lodge

Evil Lincoln wrote:
Helaman wrote:

I'm not quite sure we are "there" yet with this.

On the HP/Injury thing it seemed to crystalise into a Epiphany momement and a "Ahhh - there it is" that just needed some polishing to get it to (I believe) its final version.

I'm not feeling that here.

I know, right?

I think the difference is that the other rule was created to address a very specific grievance. For damage penalties, we basically reverse-engineered a rationale for the rule that we knew we wanted ahead of time.

I haven't given up hope for an idea to come out of nowhere and change everything. But if you have Kirth's grievance, then Kirth's solution is pretty damned good.

Yep - not feeling it.

On the other hand this did give me some closure to an armour = DR rule I've been clowning with...

Basically Light Armour = 1 DR, Medium 2 DR and Heavy 3 DR and I had a bunch of fiddly rules to go with it. I also had rules that lead to damage to the armour but was seriously concerned with how quickly armour would degrade.

Simplified to (normal) armour DR works for Injury damage only - as injury damage happens less frequently, armour lasts longer (yeah, I know I am making a book keeping 'cross for my back' there) it also fits better with the Injury to HP damage rule and makes some sense.

But I hope this rolls on some more - the answer is out there. Kirth has something good but again its just not "it" as I look at it from different angles.

Lets keep this thread running.

Grand Lodge

Laurefindel wrote:


What I meant to ask is whether your 10% applies to injury damage only or hit point damage in general?

The Fort Threshold thing is injury damage (so the 1st injury isnt a guarentee of getting penalised over a relative scratch) but the 50% hp thing I need to word into my house rules sheet yet.

The 10% remaining was total HPs (as Injuries reduce max HPs it works here too if the wound is big enough)...

I need to mess with this some more and I log onto this thread a LOT (you can tell) hoping that I'll log on one day and see that concept leads to a similar moment of truth as experienced on the HP/Injury thread.


Helaman wrote:

I'm not quite sure we are "there" yet with this.

[quote=Evil Lincoln)

I know, right?

Sorry guys, I taught you were much more definitive with your own respective versions...

So let's recap then, and correct me when I'm wrong.

This variant aims at giving penalties as the state of a creature/player degenerates (for the sake of realism? Tactical play? Verisimilitude with R-L behaviors?)

So far these penalties come in two 'levels' of gravity, but there could be more as there could be only one.

For maximum portability and minimum RaW impact, this rule wants to be self-contained, affecting only a character's abilities between full HP and 1 HP (i.e. not yet disabled, dying or dead) with no other ramifications other than the potential direct implications on gameplay.

Receiving a [/i]condition[/i] as been brought out as a way to label this set of penalties. Kirth's suggestion was to tie it to the fatigued and exhausted conditions (or in the same order of magnitudes as fatigued/exhausted). However, that isn't necessarily a definite pick yet.

It has been acknowledged that this penalty(ies) should affect melee characters, ranged fighters and spellcasters equally (actually, It was brought out that spellcasters and ranged fighters shouldn't be spared by this rule).

Now, Kirhk Gersen proposed a solid model IMO, both in terms of ease of application and in terms of crystalline simplicity. However, Kirth's models implies that fatigue and exhausted be re-written, should it be only to add spell save DCs to the description.

One ting I like about Kirth's model is that by RaW, two fatigues equal exhaustion. This makes the applications of the penalties incredibly versatile. It also means that an already exhausted character cannot be further impaired, which diminishes chances that these penalties degenerate in an endless spiral of death.

A bit more complicated but equally versatile would be to create new conditions that accept fatigued and exhausted as child clauses (ex: Wounded = character is fatigued and receive a -1 penalty on all spell-save DC).

Personally, I'd like to add '-1 on spell save DC and all other ability-dependent extraordinary, supernatural and spell-like abilities'.

'findel

Grand Lodge

I am just hoping (and I don't have it myself) for that moment that, like the HP thread opens something up.

Here's what I have to date in my own home rules booklet - incorporates Kirths and the Injury system.

Someone tell me where I am going wrong or it feels wrong/clunky...

Spoiler:

Quote:


Injuries — Variant HP Rule

When using this variant rule, lost hit points recovers naturally at a much faster rate. This system also introduces a special type of damage - Injuries - which recovers naturally at a slower rate. This allows for faster recovery and less need or resources for healing.

Damage taken in combat represents tiring parries and dodges, deteriorating protective equipment, strained morale and dumb luck; a creature's various defenses get worn down after many intercepted attacks, and this leaves them vulnerable to a more devastating hit. Injury damage is just like regular damage except that it represents connecting hits that physically injure the target, resulting in serious cuts, broken bones and burned flesh.

• Regular Hit Points are Non-Lethal damage and heal naturally at that rate. When reduced to 0 hit points damage becomes Lethal.
• Injuries are considered Lethal damage and heals naturally at that rate

An Injury results from
• Any confirmed critical hit
• Any failed saving throw that inflicts damage
• Any "final blow" that grants the dying condition or results in fewer than zero HP remaining.

When a creature is injured, subtract the damage amount from its current Hit Points as you would normally, but also take the amount of damage that was dealt by that attack separately as an injury from maximum hit points.

Mundane or magical treatment cures Injuries and normal HP at the same rate. Non-lethal attacks never cause injuries (although a confirmed critical may still double the amount of nonlethal damage received). Objects always suffer injuries regardless of the attack, as well as any entity that lacks a natural ability to recover lost hit points. Hit Points can never exceed total injury points remaining.

Damage Penalties (harmonized with the injury variant HP rule)

A character that receives damage in battle loses its capacity to fight efficiently. Be it from weariness or as a result of an injury, the character receives penalties according to its current state. Penalties remain until HPs or Injuries are restored beyond the point the penalties are triggered.

A character becomes fatigued when the character has taken more injuries than their Fort Save total or loses more than 50% of their maximum hit points. If a both of these conditions occur or the character has less than 10% (rounded)[NB-May make this 20-25%] of their maximum hit points remaining they become exhausted.

A fatigued* character becomes exhausted** by doing something else that would normally cause fatigue, including when both situations stated above apply simultaneously. These conditions replace those in the Core Rules.

*fatigued = -1 to AC, caster levels for spell results, spell like abilities, save DC and all combat, save and skill rolls.

**exhausted = -3 to AC, caster levels for spell results, spell like abilities, save DC and all combat, save and skill rolls. An exhausted character moves at half speed and cannot run nor charge and consider all casting time as one step higher (swift action becomes standard action, standard action becomes full-round action, full-round action becomes 10 minutes etc).[NB - Increased casting times is something I may cut]

Raging characters ignore these conditions.

As an optional rule is that conditions can be ignored by a DC save equal to the number of hit points damage missing as a swift action each round.


Helaman wrote:
When a creature is injured, subtract the damage amount from its current Hit Points as you would normally, but also take the amount of damage that was dealt by that attack separately as an injury from maximum hit points.

Wait... I'd have to track the same hp loss twice, in separate entries? And I'd potentially need to do this for multiple monsters? No, thanks -- I'll stick with something tied directly to normal RAW hp, without adding the extra "injury" hp besides.


Kirth Gersen wrote:
Helaman wrote:
When a creature is injured, subtract the damage amount from its current Hit Points as you would normally, but also take the amount of damage that was dealt by that attack separately as an injury from maximum hit points.
Wait... I'd have to track the same hp loss twice, in separate entries? And I'd potentially need to do this for multiple monsters? No, thanks -- I'll stick with something tied directly to normal RAW hp, without adding the extra "injury" hp besides.

Kirth, this is an HP recovery rate rule.

For monsters that you never plan to have rest and return in another encounter, there is virtually no reason to track injuries (unless you're using injuries for damage penalties, which I do NOT recommend.)

If you look through the design rationale, I think you'll see the logic. But I really do feel that damage penalties should be based on total HP, not wounds. Injuries are a healing rule for the benefit of PCs and elite NPCs.

EDIT: Drat, I got my threads mixed up. Ah well, the sentiment is still the same, but when I say "this" I mean Injuries from the other thread.

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