"Stronger!? Better!? But not unbreakable!" - Even the most cherished Heroes may find their demise in a straight arrow.
Heroes and Monsters have far less HP. But there are multiple ways to counter attacks and reduce damage taken.
Health - A New Way
Heroes and Monsters do not become infinitely strong. Their endurance is severely limited.
Instead of the original Hit Points, use the new ones for every creature roaming the battlefield:
Your class Hit Die
Your fantasy HP
Your forlorn HP
Quick Lookup Table
Temporary Hit Points
All Temporary Hit Points, when applied, are halved, rounded down.
Dealing Damage
"Diss swing wif mei soad will nat krasch a mauntn... but it will fell evriding schoat off a tri."
Damage is slightly reduced. But in the end, everything's more lethal now.
General Rule: Only rolled values count. Do NOT add any fixed boni (like STR or DEX, magical enhancements etc).
Exceptions:
The bonus of Power Attack (Great Weapon Master) still is applied, but reduced to +3.
Features like Two-Weapon Fighting would become useless, so they gain a new function.
Two-Weapon Fighting now functions like the Feat Dual Wielder.
(list to be extended)
For critical hits, double only the dice that are explicitly attributed to the weapon damage (as opposed to the attack damage for example). - See the exact wording in their rulebook descriptions - Examples:
The Paladin'sDivine Smite damage will NOT be doubled: deal radiant damage to the target, in addition to the weapon's damage
The Fighter Battlemaster:
Must call out his Maneuvers BEFORE the attack (thus cannot 'sneak' it into a critical).
If the attack fails, the superiority die is NOT wasted.
Maneuvers that will double their damage dice on a crit are Brace and Quick Toss.
All other Maneuvers will NOT double their damage dice on a crit. Brace:... add the superiority die to the weapon's damage roll Quick Toss:... add the superiority die to the weapon's damage roll
For critical hits, double only the dice that are explicitly attributed to the weapon damage (as opposed to the attack damage for example). - See the exact wording in their rulebook descriptions -
The Paladin'sDivine Smite damage will NOT be doubled.
The Fighter Battlemaster:
Must call out his Maneuvers BEFORE the attack (thus cannot 'sneak' it into a critical).
If the attack fails, the superiority die is NOT wasted.
Maneuvers that will double their damage dice on a crit are Brace and Quick Toss.
All other Maneuvers will NOT double their damage dice on a crit.
Class Specific Exceptions:
Barbarian: Rage damage boost will be halved, rounded down.
Rogue: Sneak Attack damage is halved, rounded down.
If the user has two or more Enablers for Sneak Attack, the full sneak attack damage applies. Enablers for Sneak Attack are:
Advantages (i.e. more sources of advantages than disadvantages)
Another enemy being close to the target. This counts only once; Multiple enemies will not stack.
Any other features that grant Sneak Attack under their respective circumstances.
Sneak Attack damage will NOT be doubled on a critical hit.
If the user has two or more Enablers for Sneak Attack, the full sneak attack damage applies. Enablers for Sneak Attack are:
Advantages (i.e. more sources of advantages than disadvantages)
At least one additional creature being adjacent and hostile to the target. This counts only once; Multiple enemies will not stack.
Any other features that grant Sneak Attack under their respective circumstances.
Sneak Attack damage will NOT be doubled on a critical hit.
Receiving Damage
Ju wannda kill mi! Trei haada!
A lethal blow? Not if you can block it. Or jump away.
Being targeted by an attack: Countering (NOT used, just here as keepsake)
Get out of the way or be destroyed!
You can try to counter every attack against you.
You can do so a number of times equal to your proficiency per round.
You regain your uses of Counter at the start of your turn.
If the spell is an attack, the DC equals the attack roll.
If the spell requires a Saving Throw, the DC equals the attack roll.
For each attack or spell directed against you, choose one of the following reactions:
You can block all attacks if you have a shield.
You must be wielding a shield.
Roll a d10. Add your proficiency. Reduce the damage by that amount.
You can intercept weapon attacks if you're handy enough with your own weapons.
You must be wielding a weapon.
The die for ranged weapons and light weapons is a d4.
The die for heavy weapons is a d8.
The die for all other weapons is a d6.
If you use multiple hands to wield weapons, roll the dice twice, using the higher result.
Roll the die. Add our proficiency. Reduce the damage by that amount.
You can evade all attacks if you feel nimble enough.
Roll Acrobatics. If your roll exceeds the attack, you take no damage.
To evade an AoE effect, you must have at least half cover within reach.
If you have a shield, you can use that shield as cover, but it will lose HP.
You will lose your Reaction.
You can escape all attacks if you feel fit enough.
Roll Athletics to move out of the way.
If the effect you're trying to escape is an AoE effect, its DC increases by 1 per 10ft of area range.
If your roll exceeds the attack roll, you take no damage.
Your movement is 5ft plus the remaining speed of your last turn. You need enough movement to escape the area.
You cannot move closer to the attacking creature. Your movement can trigger opportunity attacks.
You will lose your Reaction.
You can endure all attacks if you feel tough enough.
Roll an Endurance Saving Throw.
If your roll exceeds the attack roll, you take no damage.
If you fail, you will have disadvantage on the Saving Throw against the triggering effect.
In short:
Counter
Tool
Type
Bad
Block
Shield
Reduce
Intercept
Weapon
Reduce
Evade
Cover
No Damage
Lose Reaction
Escape
Athletics
No Damage
Lose Reaction, AoO
Endure
Endurance
Reduce
Disadvantage Saving Throws
Taking Damage
'tis but a scratch... but it bleeds like a mother!
When taking damage, your Constitution Modifier (CON) acts as additional Damage Reduction.
Info: The sequence of damage is:
Countering. Reduce the damage.
Damage Reduction (Armor and CON)
Damage Vulnerability or Resistance
Temporary Hit Points
Hit Points
If you suffer at least one damage to your non-temporary Hit Points, you will suffer the effects.