So this is a little late, considering
that this is the fourth overall entry in my series of house rules for
Lamentations, but I should finally get around to writing a mission
statement of sorts for the project. I love B/X and it's derivatives,in particular Lamentations of the
Flame Princess, and part of the point of presenting these house-rules
is to distance myself from the base edition of the game. I've pushed the system on to my sometimes unwilling players again and
again, even as I continue to run 5th Edition as the main system for
my weekly game. Though certainly not an uncommon experience for those
of us in the OSR blogosphere, but i'm a late comer, being that i'm
part of the third wave (DIY & Dragons does a great job of explaining it here) and have something of a different perspective on
OSR. I feel that it would be helpful to share some of the structural
changes I have made over the last few years to my personal B/X games,
in the hope that I can both refine them and promote them to others.
In this post I want to talk about Hit Points.
There's always been a bit of back and forth as to what they actually
represent: Are they emblematic of the heroic effort that higher level
characters have access to? Are they literal representations of damage
being done to the character's body? Are they abstractions, merely to
show the back and forth of a fight until a fatal mistake is made?
This ambiguity is one of the intriguing areas which has largely been
unfilled by mechanics or extrapolation beyond a few attempts, most
notably in WoTC's version of the Star Wars Roleplaying Game, as
well as Cavegirl's Wolf-packs and Winter Snow
This
idea was borne out of the experience of running a number of hexcrawl
styled games in Lamentations. I noticed that while the players did
most everything they could to avoid combat, it quickly caused a
cascade effect when they actually did engage in it. Even if they
happened to survive, they were forced to in essence spend a few days
(and subsequent encounter checks) recuperating before moving onward.
Obviously this can appeal to many people, after all fights are
puzzles, and shouldn't be trifled with, but on the other hand I don't
think that the PCs should necessarily have to be punished with
additional fights should they stop to replenish their resources after
one. So instead of simply accepting this problem as it is or removing
random encounters, I thought the best solution was simply to
accelerate the rate at which hit points are restored. This of course
presents another problem, if HP is restored too fast (as in the cast
of 4th & 5th Edition D&D) then the risk associated with
combat is blunted and player behavior becomes reckless instead of
calculated.
My
solution is to split HP into two pools, each representing the
differing interpretations of what hit points are:
The
first pool known as Moxie
represents heroic effort and regenerates relatively quickly, the second
pool is known as Trauma,
and is meant to represent physical damage dealt to the PC. These
pools are derived from the PC's Hit Die and Constitution score
respectively. Moxie
is equivalent to the PC's Hit Die, therefore a Fighter's Moxie per
level is 1d8. Constitution is not added. Moxie restores at a rate of
1 HD per hour of rest, a full night's rest would allow a PC to
regenerate up to 8 HD worth of Moxie.
PC's always take damage to their Moxie
first, Trauma
is only dealt after Moxie
is fully expended. Trauma
is derived from the PC's Constitution Bonus at a 1:1 ratio, a PC with
a +2 to Constitution would therefore gain 2 Trauma
per level. PCs always gain at least 1 Trauma
per level, even if they have a negative Constitution modifier. A PC
reduced to 0 Trauma is dead. Trauma cannot
be restored by any other means than natural healing, which may only
be done in a completely safe environment such as a settlement. Trauma is restored at the same rate as natural healing as detailed in B/X or LotFP.
Throughout
my development I have waffled on including an injury table in some
way, shape or form. The idea was that it would be triggered upon
taking Trauma,
causing you to take additional penalties. While I may revisit the
idea in a later article, ultimately I decided against including it in
this one because I wanted to test the first change fully before
adding another variable, and because I feared it would be too
punishing.
Nice distinction. Love it. Will steal it.
ReplyDeleteThanks. Let me know how it goes.
DeleteI keep playing with a similar idea. Hp was basically Moxie. Then every time you took damage equal or over your con score you too an injury. I never quite was happy with my injury table though.
ReplyDeleteMy issue was that by adding another step I was going against the entire point of the exercise, which was to make the game overall go faster by discouraging down time in the field.
DeleteI use a very similar system, diference that Starting "Trauma" is the average of STR and CON and critical hits also cause direct damage to Trauma. It works well.
ReplyDelete