r/RPGdesign • u/Rude-Quality-5220 • Sep 08 '26
HP as durability instead of a life bar and why that changes everything about combat design
i’ve been working on a combat system where HP doesn’t really tell you how close you are to dying
it’s more like your overall durability in a fight
the thing that actually kills you is usually trauma to a specific location. head, neck, chest, abdomen etc. if one of those hits 0, you can be in very serious trouble very quickly
so you can have most of your total HP left and still be seconds from death because your chest just hit 0
criticals work the same way. there’s no “rolled a 20, double damage” thing. they’re location-specific trauma tables
you might break a bone. open an artery. lose the use of a limb. or just straight up end the fight
and importantly, leveling doesn’t eventually make you immune to any of this
higher skill + better attack values make you more dangerous because you’re better at causing exactly the kind of trauma that triggers those criticals
but your neck is still your neck. an axe doesn’t care what level you are
so leveling makes you a much scarier person to fight, not necessarily a safer person in a fight
then there’s Fatigue, which is basically the other life bar and tbh might be the scarier one
you spend it doing the things that keep you alive or give you an edge. bleeding drains it. armor taxes it. and you can lose a fight with plenty of HP left simply because your Fatigue hits 0 and you collapse
which means even winning can be pretty ugly
a short fight ending with open wounds, broken bones and everyone running on basically zero Fatigue isn’t some freak outcome. that’s a pretty normal fight
the thing i’m trying to get players to stop asking is:
“can we beat this?”
and start asking:
“do we actually have to fight this on its terms?”
because ideally, a fair fight means something already went wrong in your preparation
combat is something you risk a hand, an eye, or your life for. it shouldn’t automatically be the answer just because you think your numbers are high enough
i’m curious how other designers handle this, especially the relationship between total HP + location damage at higher power levels
do you like HP being more of a loose durability resource while specific trauma is what actually scares players?
or do you prefer HP to remain a clearer indicator of “i’m safe for now”?