Alternate Rules for Taking Damage below Zero Hit Points

So, this seems quite complicated for what you want to accomplish and there are some strange choices in there, which indicate your lack of experience. The first piece of advice that every newcomer gets from me: Don’t mess with a system that you haven’t played yet.

Let’s start with the oddities:

There is no such thing as a Toughness resist roll. Either it’s a resist roll, which is a flat d20 roll, or maybe you meant a Fortitude roll, similarly to the finishing blow rules.

This part adds an aspect to the game that was omitted on purpose: Potentially one-shotting PCs. Exploding dice can be fickle and this removes the only fail-safe.

This is by far the most baffling idea to me, and I’m not even sure that I’m understanding it correctly or what its purpose is. This doubly punishes lethal damage outside of combat, by a) reducing the overall HP and by b) potentially adding Fatigue on top of that. That seems quite unnecessary.

I have no knowledge of that system, so I have no clue what “Fortune Points” are, etc. but there are two much simpler ways to accomplish something along the lines of what you propose:

  • Being reduced to 0 HP inflicts a level of Fatigue.

  • Excess damage reduces your overall HP, just like Lethal Damage would

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