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Rules For Dustin's Game


Okay, so Dustin's world is not your average world. That's because it doesn't use the average system. On this page will be listed the additional/optional rules Dustin uses to supplement his gaming universe.

We'll start simple.

Hit Points

Dustin's rules for hit points are basically the same ones you'd use for every other gaming session. The main difference is the allotment given for base points.

Dustin's justification for the race HP base is as follows: Living creatures just don't start tough enough compared to how tough they get, someone that is third level should not neccessarily be three times as tough as when they started, not to mention the fact that shouldn't they have had hit points before they became whatever class they are. It just seems unrealistic that later level humanoid characters be so much tougher than the earlier level ones.
Note, this is quoting Dustin directly. I just can't explain it as well as he can

Sytem: as everyone starts out, dependant on their race they are granted a certain amount of base hit dice, constitution of said character is not an issue here.

Base Hit Points (Dice)
Race General Base Peasant Base
Human 2d4 1d6
Elven 1D6 1D6
Dwarven 2D6 2D4
Dread 2D6 2D6
Dromosian/Garthonic 2D6 2D4

Life Points


Justification: Well let's just start with the simple fact that according to the normal system absolutely everything can go to -10 Hit points before actually being dead, this is simply stupid as not all things are as easily killed or hard to kill as the average human. Also with the system there was no change in how far negative you can go based apon how tough you were, i.e. what level and your con. There was also the problem that even if you were reduced negative no permanent damage would be dealt to your personage, that does not seem to make sense. Although one of the more fact of importance this system also allows me to employ other rules which I have created.

System: This system has two important components to discuss, the first is determining life points then how they work. In order to determine the number of life points you have first take your maximum possible base hit points, i.e. 8 for your traditional human character. Then add your hit point bonus from constitution, add an additional 2 points if you are a fighter class and 1 if you are a part fighter multiclass, ignore this if you are elven, and finally add an additional point for every 10 hit points you have, this will give you your life points. Now the more complex part, the use of life points, while life points have uses other than simply enduring damage those instances will be discussed within the rules they relate to and not here. First things first, simply put if you are reduced to 0 hit points you are reduced to unconciousness and any additional damage is transfered immediatly to life points. Once damage in life points is incurred, further bleeding causes you to lose an additional, or more if the DM feels it appropriate, life point. This loss of life can be stopped through use of healing spells or the healing(medical or whatever) proficiency, healing spells heal 1 life point per level of the spell and the healing proficiency heals as many hit points as it would life points but does not go beyond in total how many hit points it would of healed, in other words it can only heal life points or hit points not both, while the healing spells do. If after you have been healed through either means you still do not have full life points then you continue to bleed losing lifepoints until death or further healing. As you can see if you fall to losing life points you are in danger though when you reach 0 you are still not neccessarily dead, when you reach 0 and suffer another life point loss, or additional damage you simply subtract it from your maximum life points, and yes this is a permanent effect.

As an example, as some seem to have had trouble understanding this we shall go through the construction, and then destruction of a false character. Now Riand the mighty is a 6'9 2nd level warrior of questionable heritage, since he is a human he gets 2D4 base hit points, and as such gets the maximum of that, 8, as the start of his life points, then he adds an additional 2 because of his Constitution bonus, then another 2 for the fact that he is a single class warrior, then another 2 since he has 29 hit points, this giving him a total of 14 life points. Now Riand the mighty gets in a fight with Korronnos(slayer of David),now as we all know Riand's pitiful attacks will not even touch Korronnos so we will ignore them. Now in the first round Korronnos hastily hits Riand with a single blow at initiative one doing a total of 32 damage which quickly reduces Riand's hit points to 0 in adition to doing 3 more points of damage, thus we subtract this from Riand's 14 life points giving him only 11 remaining, and thus he slowly bleeds to death, and over the next 11 rounds his life points quickly drain away leaving a nice big pool of blood and at this point reaching 0 lifepoints. But Riand is not quite dead yet he can still go for another 14 rounds, so the first round passes and now Riand's maximum hit points are reduced by 1 leaving him with only 13 remaining this means that even if he was saved at this point, through some miracle, that even when fully healed he could no longer exceed 13 life points. Now in the following 13 rounds Riand slowly meets his untimely demise and on that fateful 13th round Riand's maximum life points are reduced to 0 and he is indeed quite very dead, a restoration spell can be used to regain life points lost through near death experiences.

Note: There are conditional discrepencies within these rules that will be discussed in person rather than stated in the general rule, for instance not all creatures bleed out.

Minimum of Half


Justification: It just doesn't seem quite right to leave the hit points of a character to be so obsenely random, and in addition characters of the same skill level should ussually have roughly similiar hit points. Also with all the ways to advance damage in my game world, there is required a way to take it as well. This also gets rid of the whineing to re-roll situation which isn't fair you rolled low you shouldn't really be given another chance to get max hp on a roll yet it's not really that great playing a ridiculously weak character.

System: quite easily put if you roll below half of the maximum roll on a SINGLE DIE, not the cumulitive number of multiple dice, then simply round that up to half the maximum of that die.

Back Stab


Justification: as you can see with all the various advancements I have granted to the other classes the Rogues seem to be left out. In addition with all the various Hit point increases that everyone has gained it makes the regular back stab next to useless, when normally it's their only real useful combat ability.

System: Simply put back stab does damage directly to life points, and yes the damage is still multiplied, and on a failed system shock the victim will immediatly go into an unconcious state

Poisioning


Justification: It simply makes more sense for poisons to cause damage directly to your vital systems as that what poison does it takes advantage of the weaknesses of the mortal body.

System: Poison does damage directly to life points, and any damaging poison will have a noticable effect as soon as it has dealt more than one point, otherwise you won't even realize you've been poisoned. Also if a system shock is failed the victum will faint, unless half or more of the life points have been taken away, i.e. permanent life points, in which case they go into a state of shock

Wounding


Justification: People get hurt on the field of battle and it impairs their abilities.

System: the numbers on the charts correspond to possible constitution score

Elves
Type 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Lt 8 9 10 11 13 16 20 24 28 31 34 37 40 42 44 46 47 48
Mg 18 19 20 21 22 24 29 34 38 42 45 48 50 53 56 58 60 62
Ser 30 31 32 33 35 37 41 45 48 53 56 59 61 65 68 71 73 75
Crit 47 48 49 50 52 53 57 61 64 68 71 74 76 79 82 85 87 89
Lf Thr 60 61 62 63 64 65 69 73 75 79 82 85 86 89 92 94 96 98

Humans
Type 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Lt 9 11 13 15 18 22 27 32 37 41 45 49 53 56 59 62 64 66
Mg 19 20 21 23 25 27 32 38 42 47 50 54 57 60 63 66 69 71
Ser 30 31 33 35 36 39 43 48 53 58 63 67 71 75 78 81 83 84
Crit 47 48 49 50 54 53 57 61 67 71 71 74 76 79 86 89 92 94
Lf Thr 60 61 62 63 64 65 69 73 75 79 82 85 86 89 92 94 96 99

Blunt Damage
(some effects are cumulative)

Light:

Major:

Serious:

Life:

Slashing Damage
(some effects are cumulative)

Light:

Major:

Serious:

Life:

Other rules will follow, though it may take some time. Dustin and I will get them up a.s.a.p.