Showing posts with label death. Show all posts
Showing posts with label death. Show all posts

Sunday, January 14, 2018

D&D Without HP


Since September, I've been looking down the barrel of an hour-plus commute five days a week. It's a major bummer. The one silver lining is that it gives me plenty of time to daydream when I should be paying attention to the road.

On Friday, I was thinking about hit points and combat in D&D (LotFP is my flavor of choice). It exists in this nebulous space where one d20 roll is not necessarily one swing of the sword, but could be a series of successful moves that wears down the opponent's stamina (thinking of HP as stamina has actually really helped me to conceptualize it, I think). In practice, though, it's often more dramatic and just plain easier to narrate the combat as though it were blow-by-blow. Sometimes, that makes it feel like lumbering battleships trading salvoes and doing unspecified "damage" until one finally sinks.

This is the one major disadvantage of the HP system, at least at my table. It abstracts combat to the point where hits have no concrete effect until 0 HP, and I have to do a little bit of on-the-spot adjudication every time a player wants to do something more specific than just "I attack".

What could a slightly more granular, HP-less D&D combat system look like? I've always liked the optional rules for dueling in A Red & Pleasant Land (p. 143). They're designed to add depth to one-on-one fights. Essentially, a dueler rolls on a short d6 injury table for every hit taken after reaching 0 HP. Once they roll the same injury twice, the dueler is either dead or unconscious (that's why the table is short).

I've used injury tables like this before. But what if we took HP out entirely and skipped right to the table? It could go something like this:

d10InjuryFirst hitSecond hitThird hit +Called shot AC bonus
1-2left legalways lose initiativemovement rate halvedlost, dead if not stabilized in 2d6 rounds1
3right legalways lose initiativemovement rate halvedlost, dead if not stabilized in 2d6 rounds1
4-5off arm-1 to most tasksincapacitated until healedlost, dead if not stabilized in 2d6 rounds1
6favored arm-2 to most tasksincapacitated until healedlost, dead if not stabilized in 2d6 rounds2
7-8torso-1 to most tasksbroken ribs, save to move until healeddead2
9equipmentone item destroyed (attacker's choice)weapon dropped---2
10headblood in eyes, -2 to anything involving sightdead---3

So, you'd roll to hit vs. AC as normal, but instead of rolling damage, you'd roll d10 to determine where you hit. Defenders would keep track of how many times that body part has been hit and apply the mechanical effects as they come up. If the attacker wants to hit a specific body part, the defender gets to add the indicated called shot bonus to AC.

Weapon damage would be replaced by how many "hits" one attack is worth. d4 and d6 weapons (daggers, shortswords, etc) would do one hit, d8 weapons (standard swords, etc) would do two hits, and d10 weapons (greataxes, etc) would do three. Critical hits would increase the number by one. Since any successful hit by a large weapon is likely to be a one-hit kill, there's a tradeoff: you can't apply any bonuses to hit, just the straight d20 roll. I'd also consider a Strength requirement to even wield a large weapon - either 13 or 16.

Without HP increases to make higher-level characters more survivable in combat, you'd need to increase base AC instead. Fighters and dwarves would go up 1 AC every two levels; clerics, elves, and thieves would go up every three; and magic-users and halflings every four.

This system would make combat short and brutal, which would work for some games but not others. It would require a bit of a different mindset than D&D combat as usual - mindless hack-and-slash without a plan is going to result in a lot of dead PCs. Also, you'd have to modify the table for non-humanoid creatures. Bespoke tables for each creature would help make fighting them feel unique, but it's a lot more work than just rolling up HP.
SaveSave

Friday, April 8, 2016

Death, Revised


I think I've made my death and injury procedure significantly more complex than the previous iteration without actually making it any more complicated for the players, and that makes me feel like a good boy.

INJURY AND DYING
At 0 HP, make a CON/Paralysis save to remain active and roll d100 on the following table. For further successful attacks against you, roll d100 + cumulative damage x 10 on this table. Italics indicate an infection, with an onset of 4d4 turns on a failed CON/Poison save. No infection has the same cure twice. The duration of non-permanent effects is 2d4 weeks or as described.


d100
Effect
1-4
Flesh wound. Looks worse than it is.
5-8
Hideous scar or burn.
9-16
Broken ribs. Disadvantage on all CON rolls.
17-25
Internal bleeding. Disadvantage on DEX rolls.
26-34
Broken arm. Temporary -2 CON and disadvantage on attack rolls.
35-43
Broken leg. Temporary -2 CON and move as if one encumbrance level higher.
44
1: Wound blisters and turns a sickening fuschia color, burning badly. Disadvantage on all rolls.
45
2: Lacrymal glands leak a black mucus that seals eyes shut. DEX halved, disadvantage on all rolls.
46
3: Agonizing convulsions and retching for d4 turns on a failed WIS/Paralysis save during any physical exertion.
47
4: Vomit acidic, boiling blood that corrodes worn equipment.
48
5: Fever, can’t keep down any food or drink. -1 to all abilities each day, death if any reach 0.
49
6: Fetid pus-filled boils cover the skin. Confusion and madness. Too weak to stand after 2d6 days. Death follows d6 days later.
50
7: Lockjaw after d4 days, no speaking. Rest of limbs follow 2d4 days later, and death d4 more.
51-52
Lose an eye. Permanent -4 DEX.
53-59
Lose an eye. Permanent -4 DEX + Infection 1 (53), 2 (54), 3 (55), 4 (56), 5 (57), 6 (58), 7 (59).
60-61
Lose d4 fingers. Permanent -1 CON and DEX.
62-68
Lose d4 fingers. Permanent -1 CON and DEX + Infection 1 (62), 2 (63), 3 (64), 4 (65), 5 (66), 6 (67), 7 (68).
69-70
Lose a hand. Permanent -2 CON and DEX.
71-77
Lose a hand. Permanent -2 CON and DEX + Infection 1 (71), 2 (72), 3 (73), 4 (74), 5 (75), 6 (76), 7 (77).
78-79
Lose an arm. Permanent -4 CON and DEX. Disadvantage on attack rolls.
80-86
Lose an arm. Permanent -4 CON and DEX. Disadvantage on attack rolls + Infection 1 (80), 2 (81), 3 (82), 4 (83), 5 (84), 6 (85), 7 (86).
87-88
Lose a leg. Permanent -4 CON and DEX, always move as if heavily burdened.
89-95
Lose a leg. Permanent -4 CON and DEX, always move as if heavily burdened + Infection 1 (89), 2 (90), 3 (91), 4 (92), 5 (93), 6 (94), 7 (95).
96
Decapitation.
97+
Septic shock and agonizing death.

Why I like this:
  • Consequences kick in at 0 HP. No more negative numbers.
  • Players can remain active, but put themselves at considerable and quickly increasing risk if they don't run. Inspired by Small but Vicious Dog. I love forcing hard choices!
  • Standardized mechanical effects for injuries.
  • Infections! This is a gamey, built-in way for players to get sick. Inspired by Last Gasp. Pull cures from that post if you want.
  • Still only a single roll (per attack) on a single chart.

Tuesday, November 17, 2015

A More Fun Death

D&D-like games should be deadly, because player choices should have a heightened sense of consequence. Going into a fight without preparation or coordination should mean you get your ass handed to you. But, like anything, I think this philosophy can be taken to an extreme where it has the opposite of the intended effect, especially for new players. If players die in every encounter, it teaches them that characters are expendable and unimportant, and that their choices always result in the same frustrating outcome. At its worst, it teaches them that this game isn't fun.

Ideally, you want the players to learn to approach a D&D fight in a more creative way than video game grinding and button-mashing. If they don't learn, though, that's as much your fault as theirs. You need to help keep them open to trying again, failing again, and putting their characters once more at risk.

One approach I've been thinking about recently is to make failure interesting. I've added this new system to my LotFP game:

INJURY AND DYING
At 0 HP, a player is unconscious. At -3 HP and every hit afterwards, roll on the following table. Cumulative -1 for every roll after the first during the same combat. At -10 HP you are for sure dead.


d20
Effect
1
You die.
2
Lose a leg.
3
Lose an arm.
4
Lose a hand.
5
Lose d4 fingers.
6-7
Lose an eye.
8-9
Internal bleeding. Unable to move until healed.
10-11
Broken leg.
12-13
Broken arm.
14-16
Broken ribs.
17-19
Hideous scar.
20
Flesh wound. Looks worse than it is.


HEALING
Players heal 1 HP after a full night’s rest and 1d3 HP after a full day’s rest. Players with 0 or less HP must be the subject of a successful First Aid skill check (which can be made once per hour) to return to 1 HP, and will heal 1 HP for each full day of rest afterwards.

At my Sunday session two players were incapacitated, and they were both bummed out until I said the magic words: "Ok, now you have to roll an injury." Suddenly, failure was interesting. They were positively grinning at their lost eye and hideous scar.

Will this make them more likely to improve? I have no idea, though I like to imagine them looking down at their character sheet and thinking, "Ok, that's how I lost that eye, so..." But I do know that it made losing a fight way more fun.