HOUSE RULES : ZERO HP



WHEN REDUCED TO ZERO HP:

You have a reservoir of NEGATIVE HP CONSTITUTION + LEVEL
( ie: a 5th level fighter with 15 constitution will have 20 negative HP )

If reduced to zero or negative HP, you immediately suffer the following effects:

1. you are knocked PRONE. Any objects are probably dropped.

2. you suffer a STAGGERED condition:
     -disadvantage on ALL actions and checks
     -your Speed is reduced to half of its normal value
     -you can't take Bonus actions (however, you can still take Reactions)
     -any strenuous action (attack, dash, cast, etc) provokes D3 further damage
     -you remain Staggered until you attain positive HP.

3. you gain the UNSTABLE condition
     -required to make a CON Save (DC10) each round
     -if you succeed in this save, you retain consciousness.
     -if you fail, you black out or otherwise cannot act for that round



Make CON Saves at the beginning of your turn until you accrue
3 SUCCESSES  or  3 FAILURES
         
3 SUCCESSES:
-you are Stable.
-stay at your current negative HP count until you take more damage
-remain conscious without making Con saves.
-remain Staggered until you attain positive HP (might be days)

Once Stable:
-any damage taken once you are Stable state knocks you Unstable again
-which provokes an immediate CON save vs black-out each turn.
-begin accruing successes to stabilize again (as before)

3 FAILURES:
-you fall completely unconscious and are Dying.
-unless stabilized with magic/medicine, you begin losing d6 HP per round.

Once you exceed your Negative HP pool, you are just plain DEAD.



HEALING

NEGATIVE HIT POINTS ARE NOT HEALED AT A NORMAL RATE:
-Until you reach positive HP, you remain Staggered (possibly for days)
-You do not benefit from Short rests - you're always weak
-You can engage engage in only mild activities
-Engaging in excess strenuous activities = no gain for that day
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-Daily: DC10 Con save to recover after long rest = Level + Con modifier HP
  **Stationary bed rest = ADVANTAGE on Con saves to recover HP
-Daily: Medicine check for additional healing 10=1HP / 15=2HP / 20=3HP / 25=4HP
-Daily: Magic healing can be applied only once per day

FEELING STRONGER
After attaining positive Hit Points, your HIT DICE and your HIT POINT MAXIMUM remain at  HALF the normal total for at least 1 Day. At the start of every day, make a DC10 Con save. Once you accrue 3 Successes, you return to your normal Hit Points and Hit Dice.

ie:
-higher level characters recover faster

-Constitution bonuses help
-magic isn't an instant cure-all (but it still helps)
-medical treatment helps

-being injured for a few days sucks
-you can still continue to act, but at reduced capacity
-even staggered, high level characters with good CON can still be effective



FIRST AID TREATMENT and STABILIZATION





MASSIVE DAMAGE

Massive damage pushing you negative beyond your TOTAL MAX HP = DEATH

Damage exceeding your Negative HP pool, but LESS than your HP Maximum
= UNSTABLE and COMATOSE. (take note of the precise negative HP amount)

Make CON saves to stabilize as normal, but you remain unconscious even on successes.
After 3 Failures = enter the Dying stage and DIE IMMEDIATELY
(as you do not technically have any Negative HP left in your pool).

After 3 Successes = stabilized characters remain COMATOSE
Healing is at the normal negative rate, but you don't regain consciousness until you reach the threshold of your Negative HP.

Other penalties related to severe trauma/injuries may apply. Comatose characters are particularly vulnerable - any damage taken might kill them instantly.



BEST PRACTICES and NPCs:

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