Variant Hitpoints

This is a replacement to the traditional hitpoint based system that D&D has always employed. I have steadily become somewhat more frustrated with the system as my campaign has increased in level. My campaign is supposed to be a slightly grittier, more grounded game, and the players are supposed to feel vulnerable. With huge stacks of HP the players don't get that feeling of adequate danger that I'm looking for (especially when fighting higher numbers of weaker enemies that take tons of hits to take them down). So, I tried to come up with a system that improves upon this, making combat somewhat more deadly.

This project is still in its infancy, so I hope to gain constructive criticism and improve the system.

Damage Slots

Damage slots will be replacing hit points. These slots will have three forms: hits, wounds, and shocks.

A creature has hit slots equal to his Constitution modifier plus two, with a minimum of one.

A creature has wound slots equal to his Constitution modifier plus one, with a minimum of one.

A creature has shock slots equal to half his Constitution modifier (rounded up), with a minimum of one.

Damage Slot Examples A character with +0 CON would be able to sustain 2 hits, 1 wound, and 1 shock.

A character with +2 CON would be able to sustain 4 hits, 3 wounds, and 1 shock.

A character with +5 CON would be able to sustain 7 hits, 6 wounds, and 3 shocks.

Whenever a character takes damage greater than that character’s Constitution modifier, that damage will count as a hit. Any damage less than the character’s Constitution modifier is considered superficial and to have no effect.

If a creature takes damage that would normally result in one type of Damage Slot, but that creature has no Damage slots of that type left, then a Damage Slot of a more serious category must be used instead.

Wounds and Shocks

Creatures also have a value called a "Wound Threshold" that is equal to their Constitution score plus their level. Any time a creature receives damage greater than their Wound Threshold, the damage will count as both a hit and a wound. Critical his always count as both a hit and a wound.

If an attack's damage exceeds a creature's wound threshold, that creature must make a "Shock Save". This save (usually CON-based, though the DM may substitute a more suitable saving throw if appropriate) has a DC of the amount the damage exceeds the Wound Threshold by. On a failed save, a shock will be added on to the damage. > ##### Time to Drop Knowledge

Shock Save Example If a level three character has a Constitution score of 12, that character's Wound Threshold is 15. If that character receives 20 damage, they will sustain a hit and wound. Additionally, they must also succeed on a DC 5 Shock Save or receive a shock as well.

If a creature receives a shock (or lesser damage that must be applied to a shock slot), but all shock slots have already been used up, that creature immediately falls unconscious and begins making death saves.

Hit Dice

Hit dice must also function differently to work within the new Damage Slot system. When hit dice are spent, they must be allocated to hits, wounds, or shocks. Each type of damage has a value that the roll must exceed in order to be successful.

In order to heal a hit slot, the hit die roll must be a 4 or higher.

In order to heal a damage slot, the hit die roll must be a 6 or higher.

In order to heal a shock slot, the hit die roll must be an 8 or higher.

There are certain bonuses that may be applied to boost the values of these rolls.

A creature with proficiency in medicine may choose to assist another creature's healing, adding the assisting creature's Wisdom (Medicine) bonus to the value of the hit die. If a creature is proficient in medicine, it may choose to assist itself in healing.

If a creature chooses to assist another creature in healing during a short rest, then the assisting creature cannot make use of that short rest. This restriction does not apply for long rests. A creature may only assist one other creature in healing during a short rest, or two during a long rest.