Are you going to apply it to monsters as well? It seems like a pain to keep track of, but it wouldn't be fair if you didn't.
Yes, I will be. I'm using a software program I wrote to keep track of these things, so managing it is not that big of an issue. It may become tedious for the PCs to maintain counters on all the conditions that they sustained. At higher levels, some of these conditions are seldom used because many characters are immune to them (or can be).
Just realize that the end result of this is that it will raise the difficulty of the game on the players, sort of like how crits favor monsters. Also, it gives them incentives to stock up on wands of Cure Light Wounds to stay at full HP between fights, and you might find them reluctant to press on if they're below 75% health.
These conditions would only be applied if a single blow does >25% or >50% in one single attack. They won't be applied when the character is below 75% or 50% life. What I want to avoid is a PC getting hit by a flying boulder, sustaining 99% damage, then getting up and charging back without hindrance.
And, not to knock on the idea further, I think it's weird that it favors guys with one single big attack (e.g., Shocktrooper charging builds), but does nothing for someone doing a ton of damage over multiple attacks (e.g., Rogues, Swift Hunters).
I forgot to mention that I will be using the 'Armor as Damage Reduction' variation, which will lessen the impact of a single blow. But I see your point. I was thinking of extending this to the amount of damage sustained within a single round, rather than a single blow. Thoughts on this?
If I were going to do something like this, I'd probably just introduce a couple of conditions based on having low hit points. Something like "bloodied" at half hit points that inflicts some penalty and "wounded" at a quarter that enhances that penalty.
This is not a bad idea. If there are more ideas like this, keep them coming
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