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Chipping Away: A Damage Option for D&D to Keep Your Combats Moving

Hit Points aren’t necessarily supposed to represent your actual meat points. You’ll note that in real life, as you move from high school to college (gaining levels), you’re not able to get punched in the face more often before you fall over. In the same way, your HP isn’t there to show the actual number of times you can get stabbed as you gain levels. Instead, Hit Points represent narrow misses, grazes, getting your armor dented, and getting fatigued from defending yourself with your shield; If you’re getting a broadsword from a large ogre swung at you, and you keep blocking it with your shield, you’re going to get worn down.

DvR3cM1X4AA6JJcAs such, I’ve come up with a pretty simple rule to help represent this, and also to keep combat moving forward. If a hero misses, they will still deal damage equal to their level. This represents hammering away and wearing down the enemy. It would speed up combat, and help chip away at HP. However, removing a monster from combat still requires a successful hit, so you can’t miss someone to death. Now, you definitely could have this apply to monsters as well, but in this case, any monster below CR 1 wouldn’t deal any damage on a miss, and CR1 and above monsters deal damage equal to their level if they miss. I’d have this as optional, because I’m not sure how much players would like seeing monsters chip away at them as well.

In addition: On a Natural 1, no damage is dealt at all, as you miss so badly you completely whiff it.

Any thoughts? Should something else be added to the rule? How would you change it, and what challenges do you see with this?

One thought on “Chipping Away: A Damage Option for D&D to Keep Your Combats Moving

  • Bannister Nicholas

    While as a simulation enthusiast, I agree with the idea, if HP is a combination of exertion, small nicks, sweat, stamina and the like, each round of combat with an opponent should negate their level as HP loss, down to some kind of lower range, such as 1/3rd, regardless if you get hit or not. But then you’d also need characters with higher stamina reducing or negating that. maybe minus your con bonus, but then also you’d need some way to regain it almost instantly if adrenaline kicks in, and another way to regain it quickly mid combat if you take a breather..

    With all these, you’d almost need a whole different game..

    Which I wrote, and will publish soon (look for me on kickstarter)

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