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The Best Way to Fix D&D Combat Isn’t from D&D

11K views · Sep 26, 2025 · Entertainment

Comments · 202

  • @StephaniePlaysGames · 1 year ago · pinned

    What HP alternatives do you love? 💕

    22

  • @TalesFromElsewhereGames · 1 year ago

    This is such a cool adaptation of wounds into D&D! And you did such a great job explaining the draw of Wounds and what they can offer narratively! 🤠

    47

  • @kquixotic · 1 year ago

    Great idea to augment HP. &nbsp;It made me think of how Mothership handles health. &nbsp;You have a number of &quot;wounds&quot; you can take as a player, 1-3 generally, and each wound is a bag of hp, so you can have 3 wounds comprised of 9hp each, or 2 wounds comprised of 6hp each. &nbsp;When you take enough damage to empty one of these wounds, you roll on a table of wound results for the type of damage taken (fire, blades, freezing) and end up with that debuffing wound.<br><br>I think something like that would work for 5e; break points sprinkled in a PC&apos;s HP.

    10

  • @owenredgrove · 1 year ago (edited)

    Love the spotlight on TFE, grats to Peter on getting funded! &nbsp;Also, my planned homebrew for HP next campaign uses the &quot;if you&apos;re below 50% a hit might injure you&quot; idea. But instead of looking at the hit, I&apos;m thinking to make players roll just like a concentration save for a spell. Fail it and you&apos;re injured. Then, crucially, I want the players to decide how their character is injured. And the injury could be as simple as being knocked back and knocked prone, or something far nastier if they want a bigger challenge to overcome. But it&apos;s on them to decide what setback they&apos;ll endure. And no wound slots, just narrative.

    19

  • @3LastSon · 1 year ago

    Good ideas, here. I don&apos;t normally give out unsolicited advice, but I&apos;d definitely suggest that everyone considering this think it through thoroughly and maybe playtest it a bit with your group before committing to add it to your games in the long term. Anything that makes combat deadlier, more random, more dangerous or adds injury systems that can cause long term effects to a combatant will <b>always</b> work <b>against</b> the players, since PCs get into more fights than any other character in the game. As long as everyone&apos;s cool with this and fully understands the ramifications you should be good.

    7

  • @N0-1_H3r3 · 1 year ago

    A version I&apos;ve used in my own game designs - Star Trek Adventures, Fallout, Achtung! Cthulhu, etc., is a hybrid &quot;Stress and Wounds&quot; system:<br><br>Basically, you have Stress, which functions basically like hit points, but you recover them faster: they&apos;re your ability to keep avoiding punishment, turning serious hits into scrapes and near misses. Whenever you take damage, you take Stress first.<br><br>If a hit deals an amount of Stress beyond a particular threshold, then it <b>also</b> inflicts a Wound, which is a lasting serious injury that imposes penalties, and which is much harder to heal. You can only take a few Wounds before you&apos;re Defeated (out of the fight), and Defeated can mean bleeding out and dying. I&apos;d suggest a number equal to Proficiency Bonus if you&apos;re patching this into D&amp;D but reducing this number for NPCs so that minor fodder NPCs are felled after only one Wound.<br><br>In the games I&apos;ve listed above, the threshold for causing Wounds is set at 5, but when mapping it over to D&amp;D, I&apos;d maybe set it based on class, or Constitution score, or a mix of both. You&apos;re still using HP (just renamed as Stress), but Wounds are an extra layer beneath.<br><br>When you heal a Wound, first it gets Treated (bandaged up, no longer bleeding, broken limb in a splint, etc), which removes the penalty, but not the full Wound slot. Fully healing it takes time, but it heals faster if it&apos;s been treated. If you take a wound when you have a treated wound, you also aggravate your old wound, and it needs to be treated again.

    12

  • @Albastine0 · 1 year ago

    Crown and skull&apos;s health point system is pretty interesting as well. It uses your equipment and skills and you mark them off as you get hit. You choose to mark your lockpicking skill? The bandit swung his club and cracked your fingers.

    10

  • @HybridDom · 1 year ago

    Oooo, you know what would be great. Like a document of your favorite alt rules and conditions you use in your game sometimes.

    9

  • @YdnarSnorgle · 5 months ago

    I like how you adjusted the damage dice to a wounds and conditions model while keeping the actual dice combos rolled for each hit the same. Nice smooth integration of the “stolen” mechanic with the dnd rules.

  • @tonysladky8925 · 1 year ago

    I do think Wounds are potentially a very interesting system and want to play and run more games that use them, but they&apos;re also A LOT to homebrew into D&amp;D.<br><br>I think you can get a lot of the impact from them WITHOUT all the homebrew via things like &quot;making your combats more meaningful with more interesting terrain and objectives&quot; or a little system I like to call &quot;That&apos;s Gonna Leave a Mark&quot; wherein the GM asks the player to narrate how the enemy knocks them out in a way that&apos;s going to leave a scar if they survive, sorta like a reverse of the &quot;How do you want to do this?&quot; made famous by Critical Role.

    12

  • @TylerHanna · 1 year ago

    I think maybe a simpler way to implement these ideas in 5e is to homebrew some monster statblocks that inflict unique conditions. One monster -&gt; one condition seems easier to run than needing to look up a table of wounds based on damage types.

    10

  • @philwhitcher6147 · 8 months ago

    That is so cool that you got to play with Peter, his game design videos are just amazing, so insightful, he has clearly put in his “10 thousand hours” in his craft.

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