Killable Zone and similar HP systems?


Homebrew and House Rules

Silver Crusade

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Has anyone played or run with a house rule similar to this?

Dice Distribution - Killable Zone

TLDR of it is that enemies have die rolled HP that is either only determined once they reach that threshold for GMing fudging purposes or becomes part of combat variety giving insight that some enemies of the same type might have more or less HP than others.

The input and output is simple enough and the only change to a statblock could be giving a range of HP instead of a static value, so no need to actually roll and keep track of each individual number in advance.

Some ideas from the author on the HP range is that among the same enemy type:
- some look tougher and weaker than others (adding interesting decisions for the party to make as a table),
- encounters with groups of the same enemies can be scaled up or down as the dungeon progresses (that last group must have been the vanguard, the kobald band you see now seems much weaker), or,
- within a fight there is an acceptable range in which the GM will fudge the amount of HP of one particular enemy (pre-determined range if the group prefers, or on the fly if the table likes the GM's instincts instead).

It will be a while until I'm running another campaign, but my imagination is running wild with things to tinker with such as
- staggered ranges instead of the one digit range,
- morale/honor rules within a setting between warrior groups,
- new uses for heal outside of combat or
- different skills during combat to learn which enemies are on which side of that range.


this is why you have to overkill schrödinger's cat lest it come back


no - we've pretty much found that if we want combat to last more than 1 round, we have to set the bad guys at max hit points, anything with "rolled" HP and they go down in 1 round.

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