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Table of Contents
Hidden Hit Points Rule
New Life Points
Unconscious Characters
Modes of Attack
Fatigue Rules
Thief's Read Languages Rule
Hidden Hit Points Rule
This rule was created to add a sense of realism, mystery, and also
a bit of fear for the PCs into the game. This also gets clerics more
involved in that they may aid characters more often and it not become
a "numbers game" where the players will appreciate the healing
powers of the cleric more out of worry for their character's lives.
Here's how it works:
The players will get a general sense of how many current hit points
their characters have through the DM descriptions, but never know
the exact number. For example: Flabar "the Fearless" Fighter
has a maximum of 12 hit points at the beginning of a melee. If he
is hit for 2 hp of damage, the DM may describe his remaining health
as "good". If Flabar is hit the next round for 8 hp of damage,
the DM may want to use words like "considerably weakened",
"lightheaded", "you're excessively bleeding",
giving some type of description to let the player know that his character
is in danger of dying. It then becomes a guessing game on the player's
part of when to pull back on combat. If he stays, how long will he
last?
This rule will reduce the calculating "munchkins" in the
group that know so-and-so monster only does this amount of damage,
so my character with this amount of hit points could take this many
rounds of combat against it. Creative combat at its best!!!!!!!
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New Life Points Rule (Proposed by Jason)
In this system nothing changes about your character's hit points,
they stay the same. They measure your well being or your current state
of health. Your Constitution score, however, is equal to what we'll
call "Life Points". The only way to die is to go to negative
your constitution on your life points (See Unconscious Character Rule
Based on Constitution below).
Now your thinking...Well Damn...that won't take long to lose 15
or so Constitution points...But wait there's more! Here's where it
gets a little confusing... The only time you lose Life Points is when
a weapon does more than half it's total damage potential.
For example: Sir Andrew, who has 12 hp, is facing a lizardman. The
lizardman swings an axe (1d8 dmg) that hits Andrew for 3 hp of damage.
No problem. Sir Andrew loses 3 hp, but no Life points. Second round
comes up and this time the lizard man hits Andrew for 7 damage. Andrew
loses 7 hp and 7 Life Points (7 is more than half the potential damage
for his axe). Now "What happens when we go to 0 hp?" You fall unconscious
and when you reach your negative constitution number, you're dead!
You lose one Life Point every round until your bleeding is stopped
or your wound is mended.
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Unconscious Character Rule Based on Constitution
Normally a common house rule is that a PC can withstand -10 hit points
of damage after he or she reaches 0 hit points. After 0 hit points,
the character is considered unconscious. After -10 hit points, the
character is dead. Well, we've decided to take that rule and modify
it slightly to utilize the constitution ability score. Here how it
works:
A character's "negative" hit points is equal to their constitution.
For example, a character with a 12 Constitution would be able to go
to -12 hit points before dying. Simple enough, however, in addition
to this, the character may possibly stay conscious while below 0 hit
points, if they roll a successful Constitution check. However, each
round that the character is unaided (bound wounds, healed, etc.),
that character loses one hit point and a -1 on future Constitution
rolls to see if they stay conscious. While the character is conscious,
they may not move or participate in combat. If a character does move,
they immediately fall unconscious.
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Mode of Attack Combat Rules
In an attempt to give more options during combat the character must
choose a mode of attack before the initiative roll. When the
PC's turn comes the following bonuses and hindrances apply.
1. Full Attack: The character goes on the all out offensive
abandoning all attempts to defend himself. The character gains a +2
to all attack rolls and a +2 to damage, but suffers a +3 to his armor
class and a -2 to all saving throws in that round.
2. Offensive Stance: The character makes more of an effort
to attack than defend. While still watching for attacks, he tries
harder to gain the upper hand than defend himself against attack.
The character gains a +1 to all attack rolls, but suffers a +1 to
his AC.
3. Normal Stance: The character defends and attacks normally
seizing openings in his opponents defense but not over committing
to the attack. All rolls are made normally for the round.
4. Defensive Stance: The character goes into a defensive stance
using shields or weapons to mostly block his opponents attacks. The
character suffers a -1 to attack and a -2 to damage rolls. He gains
a -1 to his AC and +1 to Saving throws for the round.
5. Full Defense: The character gives up all hope for attacking
this round and goes into a purely defensive posture. Weapons are used
solely to parry enemy attacks. The character may not make an attack
roll. He gains a -5 to armor class and a +3 to saving throws.
If the character decides to cast a spell or any other non melee action
none of these modes may be used. The character is treated like he
is in the Normal Stance.
Remember: This rule applies for the bad guys too!
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Fatigue Rule For Combat
This is an adapted rule based on the fatigue rules in the AD&D
Player's Option: Combat and Tactics Book. Normally a PC's Hit Die
(HD) is used to determine fatigue for that character. For example
a fighter class character would have 10 fatigue points at the beginning
of combat. A thief would have 6. This rule is fine, but what happens
if in our examples, the thief PC has a better Constitution or endurance
than the fighter PC? Our solution or twist to this rule is to use
half the PC's constitution score (rounded up) to determine the beginning
fatigue points for that PC. So, for example, a PC, regardless of class,
had a Constitution of 17, his or her fatigue score under the new rules
at the beginning of combat would be 9. This character could go 9 rounds
before the effects of fatigue begin to take place. (17 / 2 = 8.5)
Each additional level that the character has gained is a +1 to the
PC's fatigue points.
I know, I know. You're asking, "What about the bad guys?"
Well, we've decided to leave that one alone, since it looks to be
working already. A monster's fatigue points are 8, its HD, +1 for
each HD after one. So a 4 HD monster would have 12 fatigue points
at the beginning of combat.
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Thief's Read Languages Rule
Since you know of my bad habit as a DM of using handouts for riddles,
puzzles, scrolls, and stuff written in other languages, I'd like to
present an alternative for players playing thief characters that wish
to use the "Read Languages" ability to decipher such a handout.
Wizards already get this special treatment when they stumble across
a scroll or spellbook. Usually these handouts are created in a different
font or type and presented to the player as a handout that is as close
to what they see as possible.
The reason for this rule is that I'd like to see player's actually
figure out a handout, rather than just roll for success or failure.
Here's how it works:
For each document (handout) the thief player encounters, the player
rolls normally against the "Read Languages" percentage as
in the Player's Handbook. Here's the change.... If the roll fails,
the player receives no help from the DM to solve the document (handout).
They must figure out the language's "code" alone and unaided.
However, if the player's roll is successful, the player rolls 2d4
and adds +1 for each level to determine the number of "hints"
they will receive. Hints are nothing more than revealed fonts to make
it easier to solve the code.
Non-thief characters cannot help as they don't have this ability
and plus it gives the thief character a chance to be in the spotlight
within the game. Of course, if the document is magical, such as a
scroll, the thief has no possibility of reading the document.
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