It’s 2022 … a long time after the first RPG came out and was played in masses. The concept of Hitpoints is more than 40 years old and I think we should come up with a new, improved version of it.
Not inventing the wheel, I got the following integrated and tested once:
Instead of Hitpoints, a Character has Wound conditions. The first Heart enables the following conditions:
- 2x Minor cuts & bruises
- 1x Injury (broken bones & deep cuts)
- 1x Severe Injury (open fractures, arterial cut, bleeding from many wounds, dislocated joints, etc)
- 1x Mortal Wound (arterial bleeding, ripped open guts, nearly severed limb, etc)
The last one is the 0 HP condition, where you roll the Death timer.
Now, since we all like to roll for Effect (Damage), let’s settle on the following:
- a roll of 1-3 Damage consists of Minor Cuts & Bruises; one of the two boxes is ticked off.
- a roll of 4-7 Damage is an Injury; that box get’s ticked off.
- a roll of 8 Damage is a Severe Injury; tick off that box.
- a roll of 12+ Damage is a Mortal Wound; roll the Death timer and tick off that box.
If you ever need to tick off a box that has already been ticked, you will have to go to the next level of Injury and tick that box instead. Injuries get worse if you get beaten up more and more.
Even if you already have an Injury or higher ticked off, the two Minor Cuts & Bruises are still available in case a weak hit strikes home.
You do not heed to ‘step through’ the tick boxes - if the Damage is high enough (12 Effect), you are dead.
More Hearts: each additional Heart adds an Injury tick box to the character, so a character with 3 Hearts has 2 Minor Cuts & Bruises boxes, 2 Injury boxes, 1 Severe Injury and 1 Mortal Wound tick box.
Bookkeeping: More simple than you think: just create an Index card with 5 tick boxes per enemy and also draw the (number of Hearts-1) next to it. The five boxes indicate the normal tick boxes all characters have and the Hearts can be crossed/filled out for each additional Injury condition the enemy receives.
Goal of this: The system above allows for heroic battles, while still feeling vulnerable but also giving the characters a chance to stay in combat for a while. An instant kill is very rare, but possible if an enemy does Ultimate Damage and rolls a 12.
It also keeps the characters wary, as even with more Hearts, the Instant Kill option is a real possibility. This allows for two things:
- Enemies with multiple Hearts can be killed in one mighty strike
- Hitpoint inflation is not a big problem
- combat stays fast and deadly even at higher levels