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Homebrew and House Rules (D&D) / Negative HP/Stabilization
« on: June 22, 2012, 10:47:43 AM »
I never really liked the idea of negative hit points. I'd like to keep 0hp as the floor, and have another mechanic for dealing with the void left by negative HP (and the resulting stabilization mechanic). I'd like to hear your ideas as well.
My Idea:
Dying (condition) - Once you hit 0hp you are knocked out and unconscious. You are considered in dire need of medical aid. Each round you take a -1 to CON of ability damage. At 0 CON, you're dead. Stabilization works the same way as hit point loss at negative hp - the character has a 10% chance to become stable. Recovering lost CON follows the rules listed under Ability Damage.
Rationalization:
If you're damaged to the point where you're bleeding out, or have broken bones, etc. a healing spell will only close your wounds and fix up bruises. Your body still needs to regenerate blood and grow new tissue. Hence the CON damage.
My Idea:
Dying (condition) - Once you hit 0hp you are knocked out and unconscious. You are considered in dire need of medical aid. Each round you take a -1 to CON of ability damage. At 0 CON, you're dead. Stabilization works the same way as hit point loss at negative hp - the character has a 10% chance to become stable. Recovering lost CON follows the rules listed under Ability Damage.
Rationalization:
If you're damaged to the point where you're bleeding out, or have broken bones, etc. a healing spell will only close your wounds and fix up bruises. Your body still needs to regenerate blood and grow new tissue. Hence the CON damage.
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Ability Damage
Points lost to ability damage return at the rate of 1 point per day (or double that if the character gets complete bed rest) to each damaged ability, and the spells lesser restoration and restoration offset ability damage as well.