So, here I am again with a modern homebrew I found on the Internet that I liked. And one thing I have been thinking, is that in said homebrew system, painkillers can be used during a short rest to recover extra HP (I found it kinda neat as it gives some kind of Max Payne vibes...), which implies that HP loss is not "real" injury, merely minor scrapes from grazing hits that are more painful than life threatening. So I have been thinking... What if critical hits (and natural 1s on saving throws) were "real" injuries that take time to actually heal? Maybe a critical hit would give a temporary reduction to maximum HP equal to the damage they inflicted, that would fade away over time (say 1 max HP recovered per Long Rest on a DC 12 Constitution save, 1 max HP on top of that for a complete day of bed rest, and 1 extra max HP on top of that plus advantage on the Constitution save if proper medical care (DC 12 Medicine check) is given to a patient who goes through complete bed rest (quality of medical supplies (or lack thereof) giving advantage/disadvantage on the Medicine check), and max HP going negative meaning a coma requiring proper medical care, and raising the DCs to, say 15? What if healing spells could either restore HP as normal or give back 1 max HP per spell level?
And as for ballistic plates, I was thinking they could be added to ballistic armor that can accept them, and give the wearer some kind of special temporary HP that can only be replenished by swapping to a fresh plate, and be bypassed utterly on a critical hit. Gameplay balancing would rely on ballistic plates being obvious (which may get PCs in trouble with the law), heavy (encumbrance penalties if too many are carried) and difficult to acquire (thus requiring PCs to find a supplier and being time consuming to acquire), concerns being more easily bypassed by many NPC enemies, which given that I plan to offer some extra options to my PCs, might make mooks more of a nuisance for PCs getting more options on their sides.
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Hello everyone!
So, here I am again with a modern homebrew I found on the Internet that I liked. And one thing I have been thinking, is that in said homebrew system, painkillers can be used during a short rest to recover extra HP (I found it kinda neat as it gives some kind of Max Payne vibes...), which implies that HP loss is not "real" injury, merely minor scrapes from grazing hits that are more painful than life threatening. So I have been thinking... What if critical hits (and natural 1s on saving throws) were "real" injuries that take time to actually heal? Maybe a critical hit would give a temporary reduction to maximum HP equal to the damage they inflicted, that would fade away over time (say 1 max HP recovered per Long Rest on a DC 12 Constitution save, 1 max HP on top of that for a complete day of bed rest, and 1 extra max HP on top of that plus advantage on the Constitution save if proper medical care (DC 12 Medicine check) is given to a patient who goes through complete bed rest (quality of medical supplies (or lack thereof) giving advantage/disadvantage on the Medicine check), and max HP going negative meaning a coma requiring proper medical care, and raising the DCs to, say 15? What if healing spells could either restore HP as normal or give back 1 max HP per spell level?
And as for ballistic plates, I was thinking they could be added to ballistic armor that can accept them, and give the wearer some kind of special temporary HP that can only be replenished by swapping to a fresh plate, and be bypassed utterly on a critical hit. Gameplay balancing would rely on ballistic plates being obvious (which may get PCs in trouble with the law), heavy (encumbrance penalties if too many are carried) and difficult to acquire (thus requiring PCs to find a supplier and being time consuming to acquire), concerns being more easily bypassed by many NPC enemies, which given that I plan to offer some extra options to my PCs, might make mooks more of a nuisance for PCs getting more options on their sides.