Showing posts with label hp. Show all posts
Showing posts with label hp. Show all posts

Tuesday, July 8, 2014

Already Hacking: Redoing HP, Damage, and Death Saves in 5E

D&D has a binary PC-health state by default: fine/dead.

Also, losing hp, being "hit" doesn't necessarily mean anything in the fiction. At least not anything interesting. A goblin can hit you six times with a meat cleaver, and, if you still have hp, you're basically fine. 

Which is why it's a chore to narrate the choreography. It doesn't really affect anything, and I think a lot of people just drop it.

Which is good because it makes things go faster.

HOWEVER, what if this situation were more awesome? Where every hit mattered and changed the fiction, such that leet and brutal choreography was a necessity. 

This is way more lethal than standard. 

DAMAGE = THREAT

Damage should be construed not as physical damage mostly but as the threat of such. When your hp runs out, the threatened damage happens. 

So monsters that do more damage are bigger threats. They're more likely to actually damage you more quickly. 

Option 1: Null Misses

This option doesn't change what misses do. If you miss, you literally just miss or get blocked or whatever. 

On a hit, however, THE MACHINE CRANKS TO LIFE:

Roll damage as normal. If this does the guy, then the guy is done. 

If the guy isn't done, subtract from remaining hp yadda yadda. 

THEN THIS IS THE KEY:

The player that hit has to GRIMLY ESCALATE THE THREAT, and the character so escalated upon MARKS A DEATH SAVE FAILURE (DSF). A critical hit means mark TWO DSFs.

This is awesome and also great, because it creates fictional circumstances that feed back into the mechanics, esp. re: advantage and conditions. 

Example: goblin fighting PC with 35 hp. Goblin does 1d6. If goblin survives, he will take an average of 10 rounds, hitting every round, to deeps those heeps. 

Zzzzzzzzzzzzzzzzzzzzzz

Instead, how's about the goblin does his 4 damage, the PC scoffs, erases down to 31 hp, and then the GM says, the goblin drops his cleaver and leaps onto you; you roll around on the ground and slam into the wall, and he's climbing up your chest. MARK A DEATH SAVE FAILURE. 

When the PC attacks the goblin, he'll probably hit and do like 80 damage; so he can just say he crushes the goblin's skull between his pectorals or whatever. 

But there are three more goblins coming, and he can only take one more hit before …

THIRD TIME'S THE CHARM

When you hit 3 DSFs, girl, it's time to roll on some death and dismemberment table, or roll on the exhaustion levels table from 5E Basic and apply injury appropriate to the listed effect. Whatever your flavor. Do you. 

Maybe you just trigger the "dying" condition at this point. 

Whatever. What happens at DSFx3 isn't the point.

GETTING RID OF DSF

Let's say our fighter made short work of the gob mounting him. Now he's got a DSF and he's staring down more gobs in the distance. What happens now?

Well here's the deal: if you start AND end your turn UNTHREATENED and you have hp, erase all your death saves at the end of your turn. 

Being threatened in this case means suffering an attack in a round (hit or miss) or starting/ending your turn next to a hostile melee target. 

You know what being threatened is; do I really need to put it in rulesese?

So if those goblins in the distance are shooting at you (whether they hit or miss), you're still threatened and your death saves remain. In any case, since you were in combat at the start of your turn, you're threatened for this turn anyway and can't erase DSFs this turn. 

So a good idea is to use your move to run and break line of sight, get behind cover, head for the back ranks, refocus, and charge back into things. 

Option 2: Monotonicity = felicity

When a character misses while threatened by melee, as a reaction the most likely melee threatener gets a free autohit against them and all that entails. Yes, this makes dodging very useful since it's like attacking with advantange. This is fine with me. Have your fighter tank up and dodge. Someone misses them? Free hit. Downside: don't get to use cool special attacks, maybe not multi attacks—I don't recall. 

Speaking of multi attacks, the "miss" trigger should only count if ALL the attacks miss. If an action produces any hit at all, the action counts as a hit.  

EXAMPLE OF CRAY-CRAY PLAY-PLAY


CATO
AC 19 HP 12 ATK +5 DMG 1d8+3

VS

3 GOBLINS
AC 13 HP 3 ATK +1 DMG 2

FIGHT!!!

Option 1: Null Misses

Round 1: Cato charges gross goblin. Hit. Kills on hp. Filthy goblin misses. Disgusting goblin hits for 2 damage. Cato now at 10 hp. GM says, "Something hits your helmet. It smells like pus, and you can't hear, an you stumble back into the wall." 

Round 2: Cato attacks the disgusting goblin. Kills. Filthy goblin misses. 

Round 3: Cato misses. Filthy gobin hits. Cato now at 8 hp. Marks second DSF. GM says the thing has knocked you down and is straddling you, about to bite your neck.

Round 4: Cato is going to have disadvantage (at least) to do anything fancy; so he decides to roll the goblin and bash his head into the ground repeatedly. Fighters are proficient and killing things; so he'll have his same +5 bonus and no disadvantage. 1d4+3 damage if successful, which it is, and the gob is toast. 

Round 5: reinforcements arrive and draw bows. Cato dashes behind cover and breaks LOS. Luckily, the readied shots miss him. Although he is not currently threatened, he was attacked this turn, and so he can't rid himself of his DSFs.

Round 6: Cato spends his turn holed up against the crates or whatever while the archers maneuver into position. He suffered no attacks started and ended his turn unthreatened by melee; so he erases all DSFs and can start next turn fresh but for the lost hp. 

Option 2: Monotonic

Round 1: Cato charges gross goblin, hits, kills on hp. Filthy goblin attacks, misses, giving Cato a free autohit, kills on hp. Disgusting goblin hits for 4 damage. Cato now has 8 hp and marks DSF. GM says, "It lodges its machete in a crack in your plate, then launches itself at your face. You're barely holding him back from your neck when you both crash into the pillar."

ROUND 2: Cato doesn't want disadv to try to attack with weapon while prone and straddled and grappled; so he tries to choke the goblin out. Miss. Goblin gets an autohit, does 3 damage. Cato now has 5 hp and has failed 2 DS. GM says, "It slips your grip, grabs your head, and starts bashing it against the ground, and your helmet falls off."
Goblin's turn now. GM says, "It pulls away and goes to stomp your skull." Rolls, misses. GM tells Cato to do his damage. It leaves the goblin with 1 hp. GM says, "What do you do, short of taking it out?" Player says, "I roll out of the way, grab it's leg, and sling it into the pillar."

Round 3: GM says, "Great, the pillar is cracking and falling when you lose your grip on the goblin." [Randomly determines direction of pillar's fall: toward the goblin, lucky.] "The goblin has to dive out of the way of the pillar; you'll have advtange if you attack him while he's recovering in the dust." Player says, "O course, I slice him in two." And he does, then slides down behind the pillar in case more hostile a are about. 

Round 4: There are, archers newly arrived, but since Cato began the round in cover behind the fallen pillar, he can spend this round refocusing and erase his DSFs at end of round. He takes a second wind to restore some hp and at end of round erases DSFs. 

SUMMARY

Either option makes things WAY more dangerous and hp less important. I think that's just great. 

I think my players would mutiny though. 

I'll have to bring it on slowly. 

Saturday, June 28, 2014

Negative XP

YOUR PLAYERS WILL LOVE THIS



Instead of giving XP for fighting monsters,

GIVE THEM NEGATIVE XP FOR IT.

What I mean is, for every point of hp they lose, THEY ALSO LOSE 1 XP.

So, if the cleric loses 3, the thief 2, and the fighter 5 hp over the course of the fight, the whole party loses (3 + 2 + 5) = 10 / 3 [number of PCs in party] = 3.333 round UP [hahahah] = 4 XP each.

Don't worry about the hp getting healed. What matters is they lost it. If they get hit, get healed, get hit again, they're JUST LOSING MORE HP.

Get outta there. It's a bad scene.

I'm doing this for my 4E thieves guild game next time. We'll see how THAT goes.

Monday, March 10, 2014

HP as Saving Throw

There's lots of talk about what hp means, etc. 

Here's how I like it. 

Hit points represent your ability (stamina, luck, morale, fortune) to avoid the terrible thing that's about to happen to you. 

When you're out of hp, the terrible thing happens. 

What that means depends. 

This means that when when a trap "does 8 damage to you," it doesn't actually do any real damage at all unless it took you to or found you at 0 hp.

This means a "hit" is usually just a close call, something that takes serious effort to dodge, block, or avoid, or something that breaks your spirit or gets under your skin. 

This means you need to know exactly what the hit was attempting to do so that you can narrate the effect properly.

If you wish, you can employ saving throws after hitting 0 hp as a sort of luck-mitigation: yes, you're chopped in the legs, but it only breaks your leg rather than severing it. Either way, you're badly injured. 

So saving throws become a way to determine the degree of badness happening to you, where the degree should seemingly be random. 

Tuesday, March 4, 2014

Edition-Math Conversion Compendium

Perhaps this is my final word on the subject. I'll try to make this post exhaustive, with a lot of variants, and will update it if necessary in the future.

The Situation

You've got some older edition monsters. They don't have a level; they have a certain number if HD. You need to convert these monsters to 4E.

You can do this modularly.

For instance, in my current campaign, I'm using:

  • PC Variables
    • HIT POINTS NIGHTMARE MODE (no hp increases by level)
    • General Math Bloat Fix (no 1/2 level bonuses across the board)
  • Monster Variables
    • HD to hp: 1/2 HD hp
    • Level 0 hp: 3 * HD
    • Threat Jump: Simple
    • Damage: Hardcore Mode (thought I'm tempted to do NIGHTMARE MODE, always bold and all caps)
    • Progression: Staggered
    • Powers: mostly sticking with the vanilla role features and adding in miscellaneous stuff as I see fit; examples to come in later posts.
While this is written with converting from HD to level in mind, you can also use the info here to spice extant 4E critters to taste, taking off some level 0 hp, staggering their stat progression, whatever.

Variables

You can adjust several things on the player side and on the monster side. 

Note: "RAW" = "Rules as Written" = what the 4E rules actually say.

PC Variables

HP Advancement
  • You now have a class HD that may or may not be used by GM
    • It is: d[(class hp/level * 2) - 2]
    • Example: Wizards have a d6 HD
      • they gain 4 hp/level RAW
      • (4 * 2) - 2 = 6 = # of faces on class HD
    • Example: Paladins have a d12 HD
      • they gain 7 hp/level RAW
      • (7 * 2) - 2 = 12 = # of faces on class HD
  • Standard: do not mess with hp advancement. 
  • Hardcore Toggles:
    • 1/2 RAW hp gained per level
    • Roll class HD at first level:
      • Gain that many hp + Con mod
      • Gain that many hp + Con score
    • 1/2 starting class hp 
    • step down each class's HD by one size
    • use Con bonus rather than Con score when figuring starting hp
  • NIGHTMARE MODE: do not gain hp/level
Half-level Bonus
  • General Math Bloat Fix: do away with it for all player statistics, including skill bonuses, initiative, attacks, and defenses, and reduce DC of every listed DC exceeding 19 by (DC - 19) / 2. 
    • Example: DC 18: untouched since <= 19.
    • Example: DC 20: (20 - 19) = 1. 1 / 2 = .5. Round down. No change. 
    • Example: DC 27: (27 - 19) = 8. 8 / 2 = 4. 27 - 4 = 23. 23 is final adjusted DC.
  • Hardcore Mode: do not reduce RAW DCs for rituals, etc. 
  • NIGHTMARE MODE: do not do 1/2 level reductions for monsters. 

Monster Variables

Note that, in 4E, monsters have 20% higher chance to hit relative to B/X. A level 1 monster needs only a 10+ to hit AC 16 in 4E; in B/X, that required a 14+. So, even though average damage expressions may be lower in 4E, the damage over time tends to even out since the monsters will hit more often. Keep this in mind when choosing your level 0 damage below.
  • HD to Level Conversions
    • Simple: 1 HD = 1 Level
    • Threat Jump:
      • 1 HD = Level 1
      • 2 HD = Level 3
      • 3 HD and up = Level [HD * 2]
      • For an hp progression proportional exactly with that of B/X:
        • Level by HD as above
        • Subtract from the standard hp for that level the following:
          • -11 (artillery/lurker)
          • -13 (soldier, controller, skirmisher)
          • -15 (brute)
        • This will double level 1 hp at level 2, triple it at 3, quintuple at 5, etc.
  • HD by Role (these are not options; these establish terms)
    • 1/2 HD: d4 HD
    • HD - 1: d6 HD (artillery, lurker)
    • HD: d8 HD (skirmisher, controller, soldier)
    • HD + 1: d10 HD (brute)
    • HD + 2: d12 HD  
  • HP per HD
    • full: d8 HD = 8 hp/level (or, if rolled, 2d8)
    • half: d8 HD = 4 hp/level (or, if rolled, 1d8)
  • Level 0 HP
    • HD * 1
    • HD * 2
    • HD * 3 (Standard)
  • Level 0 Stats (these do not change; I'm supplying them as a baseline)
    • Attacks: +5 vs AC; +3 vs NADs (Non-AC Defenses)
    • Defenses: AC 15; NADs 13
    • Skill DCs (to escape/overcome): DC 11
  • Level 0 Damage (min < avg < max)
    • Standard: 1d8 + 4 (5 < 8.5 < 12)
    • Hardcore: 2d8 + 4 (6 < 13 < 20)
    • NIGHTMARE: 2d8 + 8 (10 < 17 < 24)
    • INSANITY:
      • 1d20 + 10
      • 3d12
  • Monster Progression
    • Standard: 
      • +HD in hp / level
      • +1 stats / level
    • Staggered
      • HD / level as above
      • odd levels: +1 attacks and skill DCs
      • even levels: +1 defenses and damage (try to arrange the dice and static portions of damage such that the total of die faces is double the static damage; increase the static damage first, then the size of the dice: e.g., 1d8 + 4 > 1d8 + 5 > 1d10 + 5 > 1d10 + 6) 
    • Weird: advance monsters via some combination of ad-hoc traits and stat bumps (or not!) that seem appropriate
  • Morale
    • Base morale: 7
    • If the monsters fail a morale check, they flee/surrender/offer terms
    • Failing a morale check means rolling over morale on 2d6
    • Make a morale check:
      • When the monsters suffer their first casualty
      • When half the monsters have been subdued
      • When the leader (if any) has been subdued
      • In the case of a single individual, when it suffers its first hit and again when first bloodied
    • If an individual or side passes two morale checks, it fights to the end
    • Monsters may also flee is that is obviously what they would do; this system is intended for when the GM is not sure what would happen
  • Monster Roles (choose 1 and, if appropriate, add leader role as well)
    • Skirmisher
      • d8 HD
      • As part of standard attack action, can shift up to half speed before/after attack
    • Artillery
      • d6 HD
      • +2 to attack
    • Brute
      • d10 HD
      • -2 AC
      • + 25% damage
    • Controller
      • d8 HD
      • On miss, apply weak status effect (prone, slow, push/pull 1 multiple or 2 single); on hit, stronger effect (immobilized, dazed, restrained, 5 ongoing damage, push/pull 2 multiple or 3 single, slide 1 multiple or 2 single). 
    • Leader
      • +2 morale if chief; +1 otherwise
      • allies who can sense the leader's presence gain +1 attack or +2 damage
    • Soldier
      • d8 HD
      • +2 AC
      • enemies in aura 1 provoke opportunity attack on shift or on attack that doesn't include this soldier
    • Lurker
      • d6 HD
      • +1d8 damage and 1/2 damage on miss when has CA or when target is isolated
  • Monster Powers
    • Not necessary
    • But you can take one from an existing monster if you like
    • You can always reduce a feature to gain a power: e.g., reduce defenses by 2 to gain +ongoing damage on a hit.
    • Just whatever seems legit
    • In general, I wouldn't mess with it—just port over the "powers" of the older edition monsters
    • That said, I'll post a few of my monster alterations in the future


Thursday, February 27, 2014

Encumbrance

There are two components here:

(1) a system to reduce your (non-exploration) speed based on granular but easy to track encumbrance. 

(2) a linkage of that to the hp system, representing the drain on your stamina that lugging around 60 pounds of gear underground in a cthonic warzone might be.

The point is to make encumbrance always something you're considering without it being a huge hassle. 

I want to make you always be saying things like "I set my pack down while we search."

You can only use (1) if you want. (2) doesn't scale well right now. 

THE SYSTEM
You have slots of encumbrance and an speed penalty. 

Each unit of speed penalty is -5 feet to your movement. 

Normal worn stuff is fine. Heavy/awkward worn stuff and/or heavy armor is +1 penalty. 

Normal adventury stuff held in your hands is fine. + penalty if really big / heavy / awkward. 

If you've got nothing in your hands, reduce penalty by 1. If no penalty, gain 5 feet to movement. 

THINGS IN CONTAINERS
For everything else, it goes in a container.

A container is divided into roughly 5 pound slots. 

Bandolier: 1 slot
Pouch: 1 slot
Loop: 1 slot
Backpack: 8 slots
Sack: 6 or 12 slots

You can try to make a container for more slots, but you run the risk of wear/breakage. 

SLOTS 
After getting your base penalty above, add up all your used slots. 

For every 6, -1 speed.  

The remainder is a possible additional penalty.

When you need to book it in combat or at the start of an exploration turn, roll a d6. If you roll over, fine. Otherwise, additional penalty this turn/round. 

WEARINESS
Now, your speed penalty? 

4e: That's also how much hp you lose at the end of the exploration turn. 

Old School: make a weariness tick mark at the end of each exploration turn in which you suffer an encumbrance penalty. Instead of making a sixth tick, reduce maximum hp = speed penalty and erase the tick marks. Resting for a turn restores maximum hp. 

SLOTS OF THINGS
* rope: 4
* sack, small, empty: 1
* sack, large, empty: 2
* torch (3): 1
* etc

SCALING BY LEVEL
The hp loss/cap doesn't scale well! I don't really care myself since I'm not advancing hp by level in my current game. 

I don't have any ideas here. Maybe I'll update later. 

SUMMARY OF PROCEDURE
1. Calculate base speed penalty from armor, things carried awkwardly or unsecured to body, and really heavy things. Does not include normal carried/worn adventury stuff. 

2. For every six filled slots, further -1 to speed. 

3. Decide this turn if you will set your stuff down or not (i.e., if you'll have to deal with encumbrance). Also decide if you're resting. If you're resting, don't worry about encumbrance this turn. 

4. At start of turn, if you don't roll over remaining number of slots (i.e., remainder of total slots / 6), further -1 speed this turn. 

5. At end of turn, if playing 4e, lose hp = penalty his turn. Otherwise, make tick marks = penalty this turn. Instead I making a sixth, reduce max hp by 1 and erase tick marks. Resting for a turn restores hp cap to max. 

Monday, February 24, 2014

Grounded 4e

NOTE: all the math here has been updated and expanded with a ton more options; see here: http://detectmagic.blogspot.com/2014/03/edition-math-conversion-compendium.html.

There are a number of pretty simple, mostly GM-facing hacks you can do to make 4e play more grounded.

No Math Bloat

These changes make leveling more about new abilities than new numbers. It makes gear much more important. It makes monsters really scary. It probably means you want to use something other than monsters for XP bags (like quest award XP or XP for treasure). 
  • Gaining a new level does not by itself grant additional hp
  • Remove half level bonuses across the board
  • Scaling published skill DCs higher than 19:
    • For Rituals with ranges of effect:
      • Either leave them alone, to let some ranges be unobtainable at low level, or:
      • subtract 19 from the DC
      • divide remaining DC by 2, rounding down
      • Add to 19 for final DC
      • Example (Ritual: Chorus of Truth)
        • 19 is the high bound of the lowest range of results. We leave that be. 
        • The next range includes 10 results. We reduce that to 5: 20-24.
        • The next range is 10 as well. That gets reduced to 5: 25-29.
        • The final range is just one number higher and up: 30+. 
    • For DCs that are just high because the PCs are presumed to also be of high level: 
      • ignore the DC
      • just use 11/12/19 range as given in the DM cheat sheet below
  • For monsters:
    • After determining their level (if converting from HD-determined monsters), either:
    • Leave the levels alone, or:
    • Remove half their level from their attacks, defenses, initiative, and skill checks
I think I like to just leave them alone and let higher level monsters be really hard to hit.

Converting pre-4e Monsters

To convert an older monster to 4e style:
  • damage
    • give it damage expressions like so: http://slyflourish.com/master_dm_sheet.pdf
      • 1d8+3 + 1/level (1d8+4 at level 1)
      • -2 for area
      • +2 for limited
      • +2 for brute
      • +4 for brute limited
      • minimum damage for minions
    • on top of normal damage, add flat (nonscaling) +1d12 
    • this brings the average damage expression to an average of 15
  • retain any special abilities (but not multiple attacks probably unless elite or solo)
  • determine how much hp it should have:
    •  by hand:
      • < 1 HD: minion
      • HD - X: 7 + 6/level (13 at level 1)
      • HD + 0: 9 + 8/level (17 at level 1)
      • HD + 1:  13 + 10/level (23 at level 1)
      • HD + 2: elite (double a +0 monster's hp, 34 at level 1)
    • by the DM sheet above:
      • <1 HD: minion
      • HD - X: low - 11
      • HD + 0: standard - 13
      • HD + 1: high - 15
      • HD + 2: (low * 2) - 11
  • to determine what 4e level a monster of a given HD should be
    • HD1 = Level 1
    • HD2 = Level 3 (hp = level 1's hp x 2)
    • >= HD3 = Level [HD*2]
This preserves the double-hp jump from HD1 to HD 2 and the steadier HP increase thereafter. The increased damage across the board likewise makes the first level much more difficult for PCs. The hp subtraction from monsters makes sure they can go down in a hit or two, as in days of yore. 

Other Tweaks

  • All creatures (including your allies) provide cover, and may be struck on miss by 5+. 
  • Track encumbrance for real (more in an upcoming post)
  • Whenever they take an extended rest, do something bad. 
  • Make dungeons dark, apply RAW dim light penalties
  • Consider capping advancement at 10 or 11.
  • Restock dungeons
  • Wandering monsters (10% chance each 10 minutes)