Mar 11, 2017 10:19 pm
PHILOSOPHY OF HIT POINTS
Normal reductions in Hit Points are not translations of actual bodily injury with each hit. If a character has more than half of his normal HPs, he likely has not been hit at all. Instead, he has been using exceptional effort and skill to turn would-be hits into near misses.
From half total HPs down to 10 HPs, the character may be getting scuffed up a little bit here and there, maybe has been hit with a glancing blow or two, but is soldiering on through minor injury and increasing exertion.
In the single digit hit point range, a character is assumed to be enduring some actual bodily harm—cuts and stabs that are bleeding to some degree and will likely leave scars, bludgeon hits that have caused real tissue damage, all increasingly severe as the character approaches 0 HP.
When a character moves to zero HP (or below), the final event that caused the damage should be envisioned as the hit that "got through." That specific injury is now a threat on the character’s life—the knife stab that sinks between two ribs in the side, a mace striking hard against the skull, an arrow piercing through armor and into the abdomen, a force explosion that causes internal bleeding. It is a bad injury that may end up being the death of the character, but it has yet to be determined just how bad the injury is. The final result will be determined by the Severe Injury, Dying, and Death House Rules, detailed by sub-section below.
Normal reductions in Hit Points are not translations of actual bodily injury with each hit. If a character has more than half of his normal HPs, he likely has not been hit at all. Instead, he has been using exceptional effort and skill to turn would-be hits into near misses.
From half total HPs down to 10 HPs, the character may be getting scuffed up a little bit here and there, maybe has been hit with a glancing blow or two, but is soldiering on through minor injury and increasing exertion.
In the single digit hit point range, a character is assumed to be enduring some actual bodily harm—cuts and stabs that are bleeding to some degree and will likely leave scars, bludgeon hits that have caused real tissue damage, all increasingly severe as the character approaches 0 HP.
When a character moves to zero HP (or below), the final event that caused the damage should be envisioned as the hit that "got through." That specific injury is now a threat on the character’s life—the knife stab that sinks between two ribs in the side, a mace striking hard against the skull, an arrow piercing through armor and into the abdomen, a force explosion that causes internal bleeding. It is a bad injury that may end up being the death of the character, but it has yet to be determined just how bad the injury is. The final result will be determined by the Severe Injury, Dying, and Death House Rules, detailed by sub-section below.