5E – Capping Hit Factors

I believe there may be some worth in that. I’ve considered doing one thing related in future campaigns, however to be sincere I haven’t got any tough in taking out my PCs whether or not is one fight or four combats in a day.

My plan was for hit factors to be regular as much as 10th stage, then after 10th stage you solely get a set variety of HP primarily based in your hit cube die (no Con bonus). So after 10th you get.

d6 = 1 HP per stage
d8 = 2 HP per stage
d10 = three HP per stage
d12 = four HP per stage

Nevertheless, we discovered a technique that works higher for us and produces an analogous impact I believe. Now we have to swimming pools of hit factors:

  1. Hit Factors: decided usually and recovered usually
  2. Bloodied Hit Factors: largely mounted & primarily based on measurement: [STR mod+Con mod] x Dimension (Medium = 1)

When your HP are zero or when you find yourself hit by a Crit you then take injury of your BHP. When your BHP = zero your lifeless. Makes crits rather more thrilling and offers a pleasant enhance to the Champion fighter.

We even have armor guidelines that play into this too.

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