Hit points in this setting do not go up with levels, they are set from the begining and can only go up via extraordinary circumstances or by using feats. As such it is based off of the characters constitution statistics.The lowest starting hit point value for a player character is four.
The idea behind this change is to get around how characters become progressively more “bullet spongy” as time goes on, going from so flimsy a light breeze can kill them to indomitable monsters that nothing can harm regardless of character stats or class.
Fighting is an exhausting process both physically and mentally,
|Constitution||Hit Die||Number||Die modifier|
|2 – 5||2||D4||0|
|6 – 7||2||D6||0|
|8 – 9||2||D6||+2|
To go with the theme melee damage outside of power moves is greatly modified by a player characters strength statistic. Note, weapon notation will be greatly modified to go along with this system.
The idea here is that a monstrous hulking barbarian should do considerably more damage then a spindly barbarian. Also that a broardsword in the hands of said barbarian will do more damage then in the hand of his averagly built bretheren.
|Strength||Die Number||Die modifier|
Some weapons will have a maximum damage, this indicates that the character is unable to use their full strength for risk of breaking the weapon, the player may choose to disregard this however they must make a roll to see if the weapon breaks. Roll a d6 1 to 3 it breaks 4 to 6 it doesn't the threshold for breaking increases by one for each extra die beyond the first so 2d above the max damage means the weapon breaks on a 1 to 4.