Where she reinvents the wheel, yet again.

Beyond Hit Point Attrition: Reimagining D&D Combat

D&D life (for me) began in 5e where the combat system devolved into a monotonous exchange of hit point attrition after a few levels. This repetitive cycle of attack and damage rolls lead to a lack of engagement and strategic depth. So the question is can 24-year-old me do better than 14-year-old me? (Nobody I know is allowed to answer that question)

The Problem with Hit Point Attrition

Hit point (HP) attrition is simple, but suffers from several drawbacks. It reduces combat to the side with the highest HP pool and damage output will prevail. This can lead to predictable outcomes and a lack of player agency, as characters are forced to rely on brute force rather than clever tactics or creative solutions. Moreover, HP attrition fails to capture the nuances of combat, where a single well-placed blow can have a far greater impact than a series of minor scratches. NB I has not been in combat excluding cats so this last point is assumed.

Where She explores Alternatives

Option one: A wound-based system. Instead of tracking a single HP pool, characters accumulate wounds that represent specific injuries. These wounds can have varying effects, such as penalties to attributes, movement, or specific actions. This adds something like realism and consequence to combat, as characters must contend with the lasting effects of their injuries. Additionally, it (theoretically) encourages players to think more strategically about their actions, as they must weigh the risks of taking damage against the potential benefits of victory.

Option 2: morale-based system. In this non existent system, characters have a morale score that represents their willpower and determination. As they take damage and witness their allies fall, their morale decreases. If their morale drops too low, they may panic, flee, or even surrender. This system adds a psychological dimension to combat, making it more than just a physical confrontation. It also creates opportunities for roleplaying and social interactions, as characters can attempt to bolster their allies' morale or demoralize their enemies. Except I don’t think it's fair to make a PC do stuff like this, feels like a loss of agency?

Option 3: A fatigue-based system can also be used to simulate the exhaustion and strain of combat. Characters have a fatigue score that decreases as they exert themselves in battle. As their fatigue increases, they become slower, weaker, and less accurate. This would encourage players to manage their health and avoid overextending themselves. It also creates a sense of urgency and tension, as characters must balance the need to press the attack with the risk of becoming exhausted and vulnerable. I like this but it feels like HP again (damn why am I so unoriginal).

Hybrid Systems and Additional Mechanical complexity:

Can I combine elements of these alternative systems with traditional HP attrition to create a more nuanced and engaging combat experience? For example, use a wound system to track major injuries while still using HP to represent overall health. Additionally, mechanics such as critical hits, called shots, and environmental hazards can add further depth and variety to combat.

Conclusion (not really):

I feel like I’ve spent another weekend reinventing the D&D wheel. But at least I have a blog to share, right… right?


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