BARON wrote:if your players are having a hard time understanding combat without hit points, tell them to get into a real fight sometime.
"hit points", seriously?
Big fighter are you? Doubt it.
Now. Let's leave the complete insanity of debating that one imaginary system for tracking damage in a super hero game is more realistic than another.
We have implemented a system of hit points in our 2e MnM game and it has worked out great. There is no immediately apparent reason why it would not work equally well in 3e or DC. I think it is actually simpler than rolling, adding bonuses, and then figuring out how many one has failed by. The zealous criticism that a HP system gets on these boards is staggering, IMO, but I said I would drop that portion of the argument. Here is what we do. It is borrowed largely from the Mastermind's Manual.
Keep the Toughness save mechanic intact, but make it Damage DC = 10 + damage rank.
[NOTE: This could be kept 15+ damage if you want combat to take longer, but I run a more gritty game.]
A pass means no damage. A fail means a number of hit point damage based on the damage rank and a cumulative future -1 to all subsequent toughness save rolls. (Characters with Impervious Toughness do not suffer this penalty)
Damage dice are determined like this (this is the wonkiest bit, but eventually we were able to do the math quickly):
Rank 1: 1d4
Rank 2: 1d6
Rank 3: 1d8
Rank 4: 2d6
Rank 5: 3d6
Rank 6: 4d6
Rank X: (x-2)d6
Anyone who does not have a name does not get a toughness save, they just take damage. (same with minions: kind of stole this idea from Feng Shui).
A character that takes more than (Con score +10) in hit point damage in one hit is dazed for one round.
For example: Captain Awesome successfully damages Baron with a Damage 10. (That Baron is always fighting) He rolls 8d6. Captain's result is 25. Baron's Con is 14 (+2). 25 is greater than 24. Baron is dazed for one round.
This is the first instance in which using DC means making an adjustment to my system. Since stats are written as their bonus, you will have to figure out what the stun DC for each character is. Anyone with a DnD background can easily and quickly reverse engineer this number and add ten, but here is a brief chart:
-5 = 11 (1+10)
-4 = 12 (2+10)
-3 = 14 (etc.)
-2 = 16
-1 = 19
0 = 20
+1 = 22
+2 = 24
+3 = 26
+4 = 28
+5 = 30
+6 = 32
+7 = 34
+8 = 36
+9 = 38
+10 = 40
And so forth.
Hit points for a character equal (Con Bonus* + Hit Die) x Power Level.
Hit die is a d10.
*or Stamina Attribute for DC.
I have played around with having the base hit die be d6 and requiring those who wish to increase the type of die pay points for it, but d10 is what we started with, so we have kept that. I may adopt this feat in future campaigns:
IMPROVED HIT DIE RANKED, GENERAL
Characters with this Feat increase their Hit Die. Successive applications of this feat increase the Hit Die, but each progression in Hit Die requires a minimum Constitution. (See chart below)
Rank 0 - 2 > Hit die: D6 > No Minimum Constitution
Rank 3 - 5 > Hit Die: D8 > Minimum Constitution:14
Rank 6 - 8 > Hit Die: D10 > Minimum Constitution: 18
Rank 9 > Hit Die: D12 > Minimum Constitution: 22
Obviously Healing, Regen and a very few other powers change with adopting this. I have changed these. If you are still interested or even still reading by this point I can send you the document I made outlining the changes.
However, I must say that my Regen HAS NEVER BEEN TESTED beyond a few NPC villains. It may be problematic.
Recovery checks work like this:
RECOVERY
Characters reduce their subdual damage by their PL + Constitution bonus for each minute of rest on a successful recovery check. (DC 10 Constitution check) They recover their PL + Constitution bonus in hit points for each 12 hours of rest. “Regeneration” speeds up these recovery rates as usual, while a use of the Healing power allows the character to recover 1d6 hit points (or eliminate 1d6 subdual damage) per power rank. Proper medical treatment doubles recovery rates, as usual.
Characters lacking a Constitution score automatically fail recovery checks and cannot recover from damage (as they are nonliving beings). The Regeneration power applied to recovery bonus can allow such characters to make recovery checks.
[NOTE: there are now only two types of damage Lethal and Subdual (nonlethal). All attacks can be made nonlethal or lethal with no attack penalty, unless they have the lethal or nonlethal modifiers.]
That should get you started, but if you want my doc with all this in it, I can put it on mediafire.
Let me anticipate an argument: It does not take any longer than regular combat. If you are worried about it, roll your damage dice with your attack. If the opponent fails his toughness save apply the damage, if not ignore it.
Thank You for your time, I hope that I answered your question.










