D&D 5E Embracing Hit Points as Fatigue

DonAdam

Explorer
Fair warning: This post/thread will annoy you if you hate the idea of hit points as (primarily) fatigue.

I've been thinking about what it would take for the mechanics of D&D Next to primarily embrace the idea of hit points as fatigue without a complicated injury or wound/vitality system. That means identifying the problems that hit points as fatigue introduces into the fiction of the game and (ideally) simple, elegant solutions for them. What are your best ideas for simple mechanics to deal with those problems?

Here's one I've been contemplating:

The latest Q&A points to a main source of difficulty: how do you model attacks that deal different types of damage if most hit point loss is dodging, losing ground, etc.? This is a legitimate concern for the fiction at the table, but I don't think it is insurmountable. It bugs me when people use the word "abstraction" as a wand of ignoring inconsistencies.

I think tying damage types to (a) critical hits and (b) save for half damage effects resolves this problem in a straightforward way. It seems obvious how (b) works so I'll discuss (a). Crits are an easy to use, already existing mechanic that can draw a clear distinction between when a hit is a wound vs. when it is a near miss that induces fatigue.

Let's take the example of attacks that deliver poison. Such an attack would just do regular damage most of the time, but do +X poison damage on a critical hit. Most "hits" are near misses, and you only get poisoned with substantial contact. Add a minor resource cost for poisoning weapons and I think you're on your way to a sensibly balanced set of base rules.

Now to problem cases:

1) An encounter with an enemy for whom poison is thematic: This is potentially problematic because a mere 5% chance per attack of getting poisoned is usually not sufficient to shape the nature of such an encounter, especially with short 5e fights. Fortunately this can be solved by building exceptions into the relevant monsters because we can adjust the crit range. A giant scorpion might crit on a roll of 17+ with its stinger, or auto-crit against creatures it has grappled (like a rend attack). Properly designed, these sorts of conditional but very dangerous effects should reward clever play and engender different tactics against different monsters.

Monster vulnerabilities could be handled similarly, especially on larger monsters for whom (recognizing there are always exceptions) we want hit points to represent "meat." Attacks with fire might crit a troll on a roll of 18 or higher and deal an extra X damage.

2) A character who specializes in poison: How does one balance adding poison to weapons in a system with flat math? Introduce feats or class features that trade off damage on a regular attack for an increased crit range. Because the character needs to aim for soft spots or veins, his attacks are easier to dodge. Alternatively, one could trade off accuracy. What matters is that the expected damage be relatively constant.

This approach as a whole has the effect of making damage types more dramatic in the fiction and allows for more complex mechanics without slowing game play much since crits are infrequent. A flaming weapon would only deal extra fire damage on a crit; but it can be a dramatic amount of fire damage or even ongoing.

What do you think? What are the limitations of this approach? What are other problems hit points as fatigue creates, and what are potential solutions?
 

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I think the answer is that all attacks have a type that is used to guide the role-playing when a hp drops to 0.

A poison attack that does 5 damage on a 10 hp character leaves the character with 5 hp. A poison attack against the same character which does 10 damage leaves the character with 0 hp and is poisoned as well as defeated.

The only difference in being hit over the head with a club and having your nervous system turned to mush by toxin is what your body is left looking like. And by what method this can be remedied.

I fail to see why certain attacks should take a shortcut to 0 hp. A powerful toxin does 1d12 damage just like a greatsword.

An attack with type decapitation is different from an attack with type sleep. But the force behind the attack can be equally powerful. At 0 hp decapitation or sleep makes for a very big difference.

Consider the following damage types:

famine
fire
frostbite
humiliation
 

I suggest a three-stage condition ruleset.

Every attack that can cause a nasty condition should require a save of some sort, and has an HP threshold (determined by the attacker's level and possibly the power of whatever item is being used, like poison or magic). For instance,

Drow Poison Dart.
HP Threshold 20. Make a Constitution save (DC 10).

If above threshold with a successful save, SUCCESS. You are unaffected.
If either above threshold with an unsuccessful save or below threshold with a successful save, PARTIAL SUCCESS. You are slowed and weakened, and must repeat this save each round until you either get a success or a failure.
If below threshold with a failed save, FAILURE. You fall unconscious for 1d3 hours.
 

I think the answer is that all attacks have a type that is used to guide the role-playing when a hp drops to 0.

Yes, I think this is another part of the puzzle. When I contemplated injuries in 4e I thought of bloodied and 0 hp as important conditions for when we reach for a more complex mechanic.

In Next (without bloodied) I'd like to see effects at 0 hp (how are you defeated?), crit (so that some effects occur while you're still up and fighting), and maybe even hp thresholds as RW mentions.
 

Yes, I think this is another part of the puzzle. When I contemplated injuries in 4e I thought of bloodied and 0 hp as important conditions for when we reach for a more complex mechanic.

In Next (without bloodied) I'd like to see effects at 0 hp (how are you defeated?), crit (so that some effects occur while you're still up and fighting), and maybe even hp thresholds as RW mentions.

Poison
at crit: Lose one round.
at 0: Requires neutralize poison before healing can be beneficial.

But this approach requires a lot of work to cover every single type that we can come up with.


...or, even better, the condition can apply directly at crit, as a general rule.

Decapitation leads to death (at 0 hp or when critted).
Poison stops healing (at 0 hp or when critted).
 
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I suggest a three-stage condition ruleset.

Every attack that can cause a nasty condition should require a save of some sort, and has an HP threshold (determined by the attacker's level and possibly the power of whatever item is being used, like poison or magic). For instance,

Drow Poison Dart.
HP Threshold 20. Make a Constitution save (DC 10).

If above threshold with a successful save, SUCCESS. You are unaffected.
If either above threshold with an unsuccessful save or below threshold with a successful save, PARTIAL SUCCESS. You are slowed and weakened, and must repeat this save each round until you either get a success or a failure.
If below threshold with a failed save, FAILURE. You fall unconscious for 1d3 hours.

I like it, but I'm not sure I want to track it. Could it be simplified to remove the tracking aspect?

- If a successful save (regardless of threshold), SUCCESS. You are unaffected.

- If above threshold with an unsuccessful save, PARTIAL SUCCESS. You are slowed and weakened until end of the encounter (or you could say one minute). Then you recover.

- If below threshold with an unsuccessful save, FAILURE. You are slowed and weakened until end of the encounter (or you could say one minute). Then you fall unconscious for 1d3 hours.
 

There are a few other problems with purely fatigue based hitpoints.

1) Falls. Pit traps are common in the game. And do an increasing amount of damage.
2) Acid. Not just pits with acid but acid breath, being swallowed whole, green slime, and the like.
3) Coup de grace and sneak attacks. Fatigue works less easily when you don't know the attacker is there.
4) Ongoing X damage. If you're taking ongoing fire damage you've caught on fire. Burning ensues. Non-typed damage is worse as it implies bleeding.
5) Disease. Like poison. Including lycanthropic bites, mummy rot, otyugh diseases, etc.
6) Monster attacks that describe damage or contact. Grapple, hamstring or bear hug and the like.
7) Spell names. It's not cure light fatigue or inflict moderate tiredness. Ray of fatigue doesn't do damage.
8) Death. You don't fight until you faint ala Pokemon. The threat of death is real and you're often seconds from death. You don't get that from being winded.

All these would have to be considered and resolved for a satisfactory hp as 100% fatigue game.
 

Well, you could switch to an HP/WP system.

You get Wound Points equal to your Con. (Or maybe a flat 10. Large creatures get more.)

Any critical hit does 1 WP (wound point) in addition to its normal damage. Now retool every attack mode in the whole game to fit this aesthetic. You cannot be swallowed whole until you run out of HP, for instance. Attacks mostly just inflict temporary hindrances, and then when you run out of HP, you fall prey to whatever finishing move your foe is using. Eh, it could work.
 

There are a few other problems with purely fatigue based hitpoints.

1) Falls. Pit traps are common in the game. And do an increasing amount of damage.
2) Acid. Not just pits with acid but acid breath, being swallowed whole, green slime, and the like.
3) Coup de grace and sneak attacks. Fatigue works less easily when you don't know the attacker is there.
4) Ongoing X damage. If you're taking ongoing fire damage you've caught on fire. Burning ensues. Non-typed damage is worse as it implies bleeding.
5) Disease. Like poison. Including lycanthropic bites, mummy rot, otyugh diseases, etc.
6) Monster attacks that describe damage or contact. Grapple, hamstring or bear hug and the like.
7) Spell names. It's not cure light fatigue or inflict moderate tiredness. Ray of fatigue doesn't do damage.
8) Death. You don't fight until you faint ala Pokemon. The threat of death is real and you're often seconds from death. You don't get that from being winded.

All these would have to be considered and resolved for a satisfactory hp as 100% fatigue game.

But isn't hit points just a buffer from defeat? Or is that too much of a disconnect?
Any positive number of hit points means healthy and 0 hp means defeated.

0 hp traditionally means unconscious. If 0 hp means defeated some other options become available (and some problems arise too, I imagine).
 
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Well, you could switch to an HP/WP system.

You get Wound Points equal to your Con. (Or maybe a flat 10. Large creatures get more.)

Any critical hit does 1 WP (wound point) in addition to its normal damage. Now retool every attack mode in the whole game to fit this aesthetic. You cannot be swallowed whole until you run out of HP, for instance. Attacks mostly just inflict temporary hindrances, and then when you run out of HP, you fall prey to whatever finishing move your foe is using. Eh, it could work.

This is how I see it. We don't need wound points, though.

But some conditions needs some extra thought. Grappled for instance, immolated is another.

Grappled
At 0 hp you are defeated and cannot move until released.
When suffering critical hit you cannot move until you are released.

Immolated
At 0 hp you are defeated, burned to a crisp, and risk death*.
When suffering a critical hit you are set on fire and this tag sticks even if defeated by other means, unless doused.

Swallowed
Pretty much like grappled (above) and you risk death.

*Death
Roll something or other or pay points unless you want to roll up another character. Begging and pleading to the DM is optional.
 

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