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.
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
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.
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.
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.
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
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
System: the numbers on the charts correspond to possible constitution score
Blunt Damage
Light:
Major:
Serious:
Life:
Slashing Damage
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.
Race
General Base
Peasant Base
Human
2d4
1d6
Elven
1D6
1D6
Dwarven
2D6
2D4
Dread
2D6
2D6
Dromosian/Garthonic
2D6
2D4
Life Points
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.
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.
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.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.Wounding
Justification: People get hurt on the field of battle and it impairs their abilities.
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
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
(some effects are cumulative)
1LP
Roll Sys Shk or uncon +25%
+6 init/ 1 rnd
Cum reducer: -10%
1 LP
Numbness: –1 to slash or pierce damage
–2 blunt
–1 str
Numb: -1 to MR, +1 init/Sys Shk
Winded: +1d4* init
Sys +40%
Cum reducer: -5%
1D4 LP
Shk uncon +10%, lose rnd
+4 init/2 rnd
Cum reducer: -20%
1LP
half Dam
–2 str, +1 init
1 LP
–2MR, +2 init/Sys #2
Lose rnd
+1D6* init
Sys +20%
Cum reducer: -10%
1D4 LP
Shk uncon –40%
lose 2 rnd +6 init/4 rnd
Cum reducer –35%
1LP
half Dam
–2 dam, –4 str,
Crit not possible
fumble on 1-4
+3 init
1 LP
–5MR
+4 init
1D4 LP
Lose rnd effectively
slow for 1D4 rnd
+1D4+4* init
Sys –15%
-2 strength
Cum reducer –25%
1D4 LP
Shk coma , uncon
1LP
Strength –10(1 min)
half Dam
–2 str
crit not possible, fumble on 1-6
+6 init
1 LP
–8MR
+5 init
1D4 LP
Lose 1D4+1 rnd, slow for doble that
1D4+6* init
Sys –30%
-3 strngth
Cum reducer –45%
(some effects are cumulative)
1LP
Roll Sys Shk or uncon +30%
+6 init/ 1 rnd
Cum reducer: -10%
1 LP
Numbness: –1 to slash or pierce damage
–2 blunt
–1 str
Numb: -1 to MR, +1 init/Sys Shk
Winded: +1d4* init
–1 str/dam
Cum reducer: -5%
1D4 LP
Shk uncon +10%, lose rnd
+4 init/2 rnd
Cum reducer: -15%
1LP
–2 str
Double from above dam
+1 init
1 LP
–3MR +3 init/Sys #2
1 LP
–1D4+3* init *
-2 str/dam
Cum reducer: -10%
1D4 LP
Shk uncon –40%
lose 2 rnd +6 init/4 rnd
Cum reducer –35%
1LP
half Dam
–2 dam, –4 str,
Crit not possible
fumble on 1-4
+3 init
1 LP
–5MR
+4 init
1D4 LP
Lose rnd effectively
slow for 1D4 rnd
+1D4+4* init
Sys –15%
-2 strength
Cum reducer –25%
1D4 LP
Shk coma , uncon
1LP
Strength –10(1 min)
half Dam
–2 str
crit not possible, fumble on 1-6
+6 init
1 LP
–8MR
+5 init
1D4 LP
Lose 1D4+1 rnd, slow for doble that
1D4+6* init
Sys –30%
-3 strngth
Cum reducer –45%