All stats start with 2d6 drop lowest (or 4, or 6 for high powered, 1d6 low powered), arranged as you like. Then add 1d6 in order and keep each die on the table. Now flip them over (1 becomes 6, 2 > 5, 3 >4 ...) and add one die to each stat as you like.
After reading Chaos' concerns, it occurred to me that one of the key components (as always) in any character creation scenario is the DM.
A player in my campaigns can and will be able to play a flawed character because I am not going to put them in no-win situations, punishing them for not having all 14+ stats.
I would also likely reward (through roleplay) the unselfish play compared to others he talks about. NPCs would hear of his noble nature, self-sacrificing ways, and treat him with greater respect and tangible gains.
I find that if your reward cohesive group play and don't punish a player for not having a perfect character, campaigns end up being smoother, more enjoyable, and longer lasting.
At any rate, point buy and arrays definitely have their place as some/many want and/or need them. My main complaint against them (personally) is that you inveriably end up with cooker-cutter characters 90% of the time. It would be faster just to have a few pregens for each class' different builds as they all end up looking the same. There is no mystery or anticipation to them and it always boils down to min-maxing.
It would be faster just to have a few pregens for each class' different builds as they all end up looking the same.
For me, pregens are unacceptable precisely because my character that I am designing is likely to be unique. I want to be able to customize and personalize my character to better express the hero concept.
Also, for me minmaxing is a good thing because the “min” - the flaw - the weakness - is just as important as the strengths.
When the scores match the concept well, then all of the mechanical actions that the hero does ingame inherently actualize the flavor of the hero concept.
If you want to play brilliant music, it helps to have a masterly tuned instrument.
All stats start with 2d6 drop lowest (or 4, or 6 for high powered, 1d6 low powered), arranged as you like. Then add 1d6 in order and keep each die on the table. Now flip them over (1 becomes 6, 2 > 5, 3 >4 ...) and add one die to each stat as you like.
Without having actually tried it, I really like this suggestion: it is likely to generate nearly balanced characters, it can generate unusual stat mixes, but best of all, the player may have to adapt to scores that are not ideally placed -- although there is no chance a key ability will be abysmal. There is a far greater difference between characters whose top three stats are the same but placed in different abilities than between characters whose top three stats are different, but appear in the same order in the same abilities. More variety offers more role-playing inspiration.
... best of all, the player may have to adapt to scores that are not ideally placed -- although there is no chance a key ability will be abysmal. There is a far greater difference between characters whose top three stats are the same but placed in different abilities than between characters whose top three stats are different, but appear in the same order in the same abilities. More variety offers more role-playing inspiration.
Dont forget, for players who want both randomness AND balance, it is easy to randomly assign which array to use, then randomly assign which score goes to which ability.
It is also easy to combine randomness and choice.
For example, roll randomly to see which of the equivalent arrays to use. Choose where the highest ability of that array goes - to ensure your character can flourish in a chosen class - then randomly assign the remaining scores. See what happens.
Ok, I have experimented with numerous ways of calculating the scores.
My array point-buy system that produces the above arrays continues to be the best system.
For the record, here is how it works. My concept is simple, but the math is a bit unfriendly. The best use of it is to create arrays for players to choose among. The math is also a bit clunky, but the clunkiness seems to ensure a reasonable distribution of even and odd numbers.
Cost of Score
In essence, the value of a score is equal to its bonus. So, choosing an 18 causes the array to cost 4 additional points because it grants a +4 bonus, the 10 is free because it grants a +0 bonus. An 8 actually causes the array to cost 1 point less because it inflicts a −1 penalty.
Even numbers cost exactly their bonus value. However odd numbers are slightly better than even numbers because the character can advance sooner. But not much better, because after that, it will be the even numbers that advance, not the odd ones. It seems to me, odd numbers are only slightly more valuable. Being worth 0.2 points more feels about right. So, where a 16 costs 3 points, a 17 costs 3.2 points. And where a 10 is free at 0 points, the slightly better 11 costs 0.2 points. For low scores with penalties, where an 8 reduces the cost by -1, the 9 reduces the cost by -0.8. The lowest legal score is 3, and it reduces the cost of an array by -3.8 points.
In sum, an even score costs its bonus value, and the next higher odd score costs slightly more.
Cost of Position
The trick to this system is, the primary and secondary abilities are worth more than the other four abilities. It turns out these two positions are worth exponentially more.
Most class builds prioritize one or two abilities over the rest of the abilities. Even if a character is “sad” (single ability dependent like a Wizard who only needs Int) or “mad” (multiple ability dependent like a Fighter who needs Str, Con, and Dex or Wis), two abilities still tend toward prominence. (The Wizard may well rely on Con for hit points or on Dex for AC, while the Fighter will try optimize around only two abilities).
This system treats the highest ability score as the primary ability, and the second highest ability score as the secondary ability. This means, the secondary ability must have a score that is equal to or lower than the primary ability score. It cannot be higher. Likewise, the remaining four abilities must be equal to or lower than the secondary ability.
Therefore, when building an array, the player who uses this system must first decide what the scores for their primary and secondary abilities will be - and make sure they both fit within the alotted budget. First the primary, and then the secondary. Afterward, the player can easily fill out the scores for the remaining abilities with whatever points are left over.
By trial and error, I have played around with many formulas, each using different approaches and assuming different values. For whatever reason the following formula continues to produce the most robust results able to handle any player ability array with a high degree of accuracy. They “feel” equal. It is difficult to choose between them, because they all seem worthwhile.
The secondary ability is easier to grok. The cost of the secondary ability score is to the power of 2. In other words, square the cost of the score. If the 16 costs 3 points, putting it in the secondary position makes it cost 3 × 3, namely 9 points. If a 15 costs 2.2 points, putting it in the secondary position makes it increase to the power of 2. Thus it costs 2.2 × 2.2, namely 4.84 points, but round it, so it costs 4.8 points.
Like the secondary ability, the primary ability is exponentially more valuable than the other abilities. The cost of its score increases to the power of 2.3.
There are reasons why the value of the primary and secondary abilities turn out to be exponential, but whatever the reasons, this is the value that generates best scores. Bring out your scientific calculators! But I will provide a table with all of the values at the end of this post. You can just refer to the table for all of the possible costs for the scores and their positions.
In sum, the concept is simple enough. The cost of the ability score equals the bonus that it grants. However, if it happens to be your primary ability, or even your secondary ability, then it is worth much more. Exponentially more.
For Example
Lets measure the cost of an array.
If there could only be one array, and everybody had to use that one. Then I would recommend:
16 15 13 12 10 9
I feel this array makes the greatest number of different kinds of character builds to work satisfactorily enough. Single-ability classes use the 16, dual-ability classes us the 16 and 15, multiple-ability classes at least have the 13 and 12 to back them up. The penalty of 9 creates a weakness, the flaw that makes the character concept richer and more beautiful.
So, lets look at how much this array costs.
The highest score is 16, so this is the primary ability. The score of 16 costs its ability bonus: 3 points. But in the primary position, it is to the power of 2.3. Rounding off this cost, it is equal to about 12.5 points.
The next highest score is 15, so this is the secondary ability. This score costs 2.2 points. But in the secondary position, it is to the power of 2. Rounding off its cost, it is equal to about 4.8 points.
What would happen if I want this array to have an 18?
Well, the score of 18 costs 4 points. But this will obviously be the highest score, and as the primary ability its cost increases to the power of 2.3. So, 4^2.3 equals 24.3 points.
Now this cost of 24.3 points is already way over the alotted budget of 18.7 points! So, I will either have to accept lots of very low scores to reduce the cost of this array, or else give up on the 18 and settle for a more modest score for my primary. Since I plan to play a Wizard, and am feeling daring, I am going for the 18.
Note, if the total cost of the array goes over the budget by 0.1 point, that is fine. Sometimes a budget has an odd number decimal but the cost an even number, or viceversa. No problem. That is part of this system. It happens surprisingly seldom.
So, this array with the 18 matches the budget perfectly. These low scores are extreme and are going to hurt. I could use them to play an Ogre-like Fighter. But instead, I will go for Professor-X style Wizard. Maybe I can use a levitating Drow Disk as a kind of wheelchair? Actually, with a 5 Dexterity, he could be somewhat paralyzed. He reminds me a little bit of the astrophysicist Stephen Hawking.
So, if I am playing at a table where my buddies are using the 16 15 13 12 10 9 array, then my 18 11 11 10 5 4 array is about equally powerful. As long as my teammates are up for dealing with my characters special needs, that 18 is going to prove its worth when I start spellcasting. The benefit of the +4 will be noticeable, especially within 5e bounded accuracy. But wait. Theres more. The race and class modifiers are going to turn that 18 into a 20! That +5 will be especially noticeable.
Personally, I would be happy to use any of these arrays, depending on mood. The last array with all 15s is a bit homogenous, but adding racial and class bonuses will help vary it. The two arrays in bold are probably the safest bet for most players.
Compare quickly with a set of arrays that cost a different price. This “Elite Array”, 15 14 13 12 11 10, costs 12.5 points.
It seems, basing the cost of arrays on an array with a series of scores, like the one in the Elite Array from 15 down to 10, generates a better selection of comparable arrays to choose from. These four arrays in particular seem excellent for a standard set of arrays for adventurers to choose from when building their characters. Adventurers can even decide to roll a d4 randomly to see which array they get before starting to build their character.
Point-Buy Costs
Here is a table to look up the point-buy costs for each score when building an array. The math is somewhat unfriendly, but the resulting arrays seem reasonable - fair and reliable.
Note, I also added the values for 19 and 20. The system seems to handle any array of any power level as long as the highest and second highest abilities are 10 or more, which most players would require anyway. A DM can use this system to stat out the abilities for nonplayer immortals, if it seemed important they were about equal in power to each other. For adventurers, the purchase of a 19 or 20 is officially illegal, of course. But notice the values of extremely high scores. Consider how powerful they are, how unfair it is when some players have them and other players dont, and how quickly such scores can break the math of the game - especially while other bonuses are also in play. Having a total bonus of +9 ruins the game, by autosucceeding in all appropriate attacks and checks. Having a permanent +5 because the primary ability is a 20, is already close to that +9 edge. Yes, a DM can compensate by ensuring enemies have magic armor and so on. But understand how disruptive these high ability scores are. Anyway, have fun, whatever your preferred gaming style!
Ok, I have experimented with numerous ways of calculating the scores.
My array point-buy system that produces the above arrays continues to be the best system.
For the record, here is how it works. My concept is simple, but the math is a bit unfriendly. The best use of it is to create arrays for players to choose among. The math is also a bit clunky, but the clunkiness seems to ensure a reasonable distribution of even and odd numbers.
Cost of Score
In essence, the value of a score is equal to its bonus. So, choosing an 18 causes the array to cost 4 additional points because it grants a +4 bonus, the 10 is free because it grants a +0 bonus. An 8 actually cause the array to cost 1 point less because it inflicts a −1 penalty.
Even numbers cost exactly their bonus value. However odd numbers are slightly better than even numbers because the character can advance sooner. But not much better, because after that, it will be the even numbers that advance, not the odd ones. It seems to me, odd numbers are only slightly more valuable. Being worth 0.2 points more feels about right. So, where a 16 costs 3 points, a 17 costs 3.2 points. And where a 10 is free at 0 points, the slightly better 11 costs 0.2 points. For low scores with penalties, where an 8 reduces the cost by -1, the 9 reduces the cost by -0.8. The lowest legal score is 3, and it reduces the cost of an array by -3.8 points.
In sum, an even score costs its bonus value, and the next higher odd score costs slightly more.
Cost of Position
The trick to this system is, the primary and secondary abilities are worth more than the other four abilities. It turns out these two positions are worth exponentially more.
Most class builds prioritize one or two abilities over the rest of the abilities. Even if a character is “sad” (single ability dependent like a Wizard who only needs Int) or “mad” (multiple ability dependent like a Fighter who needs Str, Con, and Dex or Wis), two abilities still tend toward prominence. (The Wizard may well rely on Con for hit points or on Dex for AC, while the Fighter will try optimize around only two abilities).
This system treats the highest ability score as the primary ability, and the second highest ability score as the secondary ability. This means, the secondary ability must have a score that is equal to or lower than the primary ability score. It cannot be higher. Likewise, the remaining four abilities must be equal to or lower than the secondary ability.
Therefore, when building an array, the player who uses this system must first decide what the scores for their primary and secondary abilities will be - and make sure they both fit within the alotted budget. First the primary, and then the secondary. Afterward, the player can easily fill out the scores for the remaining abilities with whatever points are left over.
By trial and error, I have played around with many formulas, each using different approaches and assuming different values. For whatever reason the following formula continues to produce the most robust results able to handle any player ability array with a high degree of accuracy. They “feel” equal. It is difficult to choose between them, because they all seem worthwhile.
The secondary ability is easier to grok. The cost of the secondary ability score is to the power of 2. In other words, square the cost of the score. If the 16 costs 3 points, putting it in the secondary position makes it cost 3 × 3, namely 9 points. If a 15 costs 2.2 points, putting it in the secondary position makes it increase to the power of 2. Thus it costs 2.2 × 2.2, namely 4.84 points, but round it, so it costs 4.8 points.
Like the secondary ability, the primary ability is exponentially more valuable than the other abilities. The cost of its score increases to the power of 2.3.
There are reasons why the value of the primary and secondary abilities turn out to be exponential, but whatever the reasons, this is the value that generates best scores. Bring out your scientific calculators! But I will provide a table with all of the values at the end of this post. You can just refer to the table for all of the possible costs for the scores and their positions.
In sum, the concept is simple enough. The cost of the ability score equals the bonus that it grants. However, if it happens to be your primary ability, or even your secondary ability, then it is worth much more. Exponentially more.
For Example
Lets measure the cost of an array.
If there could only be one array, and everybody had to use that one. Then I would recommend:
16 15 13 12 10 9
I feel this array makes the greatest number of different kinds of character builds to work satisfactorily enough. Single-ability classes use the 16, dual-ability classes us the 16 and 15, multiple-ability classes at least have the 13 and 12 to back them up. The penalty of 9 creates a weakness, the flaw that makes the character concept richer and more beautiful.
So, lets look at how much this array costs.
The highest score is 16, so this is the primary ability. The score of 16 costs its ability bonus: 3 points. But in the primary position, it is to the power of 2.3. Rounding off this cost, it is equal to about 12.5 points.
The next highest score is 15, so this is the secondary ability. This score costs 2.2 points. But in the secondary position, it is to the power of 2. Rounding off its cost, it is equal to about 4.8 points.
What would happen if I want this array to have an 18?
Well, the score of 18 costs 4 points. But this will obviously be the highest score, and in the primary ability its cost increases to the power of 2.3. So, 4^2.3 equals 24.3 points.
Now this cost of 24.3 points is already way over the alotted budget of 18.7 points! So, I will either have to accept lots of very low scores to reduce the cost of this array, or else give up on the 18 and settle for a more modest score for my primary. Since I plan to play a Wizard, and am feeling daring, I am going for the 18.
Note, if the total cost of the array goes over the budget by 0.1 point, that is fine. Sometimes a budget has an odd number decimal but the cost an even number, or viceversa. No problem. That is part of this system. It happens surprisingly seldom.
Score: Cost
18: 4^2.3 ≈ 24.3 11: 0.2^2 ≈ 0.0 (!)
11: 0.2 10: 0.0 5: -2.8 4: -3
Total cost of array: 18.7
18 11 11 10 5 4
So, this array with the 18 matches the budget perfectly. These low scores are extreme and are going to hurt. I could use them to play an Ogre-like Fighter. But instead, I will go for Professor-X style Wizard. Maybe I can use a levitating Drow Disk as a kind of wheelchair? Actually, with a 5 Dexterity, he could be somewhat paralyzed. He reminds me a little bit of the astrophysicist Stephen Hawking.
So, if I am playing at a table where my buddies are using the 16 15 13 12 10 9 array, then my array is about equally powerful. As long as my teammates are up for dealing with my characters special needs, that 18 is going to prove its worth when I start spellcasting. The benefit of the +4 over +2 will be noticeable, especially within 5e bounded accuracy.
Personally, I would be happy to use any of these arrays, depending on mood. The last array with all 15s is a bit homogenous, but adding racial and class bonuses will help vary it. The two arrays in bold are probably the safest bet for most players.
Compare quickly with a set of arrays that cost a different price. This “Elite Array”, 15 14 13 12 11 10, costs 12.5 points.
It seems, basing the cost of arrays on an array with a series of scores, like the one in the Elite Array from 15 down to 10, generates a better selection of comparable arrays to choose from. These four arrays in particular seem excellent for a standard set of arrays for adventurers to choose from when building their characters. Adventurers can even decide to roll a d4 randomly to see which array they get before starting to build their character.
Point-Buy Costs
Here is a table to look up the point-buy costs for each score when building an array. The math is somewhat unfriendly, but the resulting arrays seem reasonable - fair and reliable.
Note, I also added the values for 19 and 20. The system seems to handle any array of any power level as long as the highest and second highest abilities are 10 or more, which most players would require anyway. A DM can use this system to stat out the abilities for nonplayer immortals, if it seemed important they were about equal in power to each other. For adventurers, the purchase of a 19 or 20 is officially illegal, of course. But notice the values of extremely high scores. Consider how powerful they are, how unfair it is when some players have them and other players dont, and how quickly such scores can break the math of the game - especially while other bonuses are also in play. Having a total bonus of +9 ruins the game by autosucceeding in all appropriate attacks and checks. Having a permanent +5 because the primary ability is a 20, is already close that +9 edge. Yes, a DM can compensate by ensuring enemies have magic armor and so on. But understand how disruptive these high ability scores are. Anyway, have fun, whatever your preferred gaming style!
Haldriks Point-Buy Array System Table
Score
Cost
Cost As Primary ^2.3
Cost As Secondary ^2
20
5
40.5
25
19
4.2
27.1
17.6
18
4
24.3
16
17
3.2
14.5
10.2
16
3
12.5
9
15
2.2
6.1
4.8
14
2
4.9
4
13
1.2
1.5
1.4
12
1
1
1
11
0.2
0
0
10
0
0
0
9
-0.8
8
-1
7
-1.8
6
-2
5
-2.8
4
-3
3
-3.8
WTF dude...put the crack pipe down and step away slowly...
We're assigning ability scores, not trying to land the Mars rover.
I firmly believe that there should be two editions of the game; the core rules released as a "Basic" set and a more complicated expanded rules edition released as an "Expert" set. These two editions would provide separate entry points to the game; one for new players or players that want a more classic D&D game and another entry point for experienced gamers that want more options and all the other things they have come to expect from previous editions.
Also, they must release several rules modules covering the main elements of the game (i.e., classes, races, combat, magic, monsters, etc.) upon launch to further expand the game for those that still need more complexity in a particular element of the game.
This boxed set contains a simple, "bare bones" edition of the game; the core rules. It's for those that want a rules-light edition of the game that is extremely modifiable or for new players that get intimidated easily by too many rules and/or options. The Basic Set contains everything needed to play with all the "classic" D&D races (i.e., Human, Dwarf, Elf, and Halfling) and classes (i.e., Cleric, Fighter, Rogue, Wizard) all the way up to maximum level (i.e., 20th Level).
The Basic boxed set contains:
Quick Start Rules A "choose your own way" adventure intended as an intro to RPGs and basic D&D terms. Player's Handbook (Softcover, 125 pages) Features rules for playing the classic D&D races and classes all the way up to 20th level. Dungeon Master's Guide (Softcover, 125 pages) Includes the basic rules for dungeon masters.
Monster Manual (Softcover, 100 pages) Includes all the classic iconic monsters from D&D.
Introductory Adventure (Keep on the Borderlands) An introductory adventure for beginning players and DMs.
Also includes:
Character Sheets Reference Sheets Set of Dice
ExpertSet
A set of hardbound rules that contains the core rules plus expanded races and classes, more spells and a large selection of optional rules modules — that is, pretty much everything that experienced players have come to expect. Each expert edition manual may be purchased separately, or in a boxed set. The Expert set includes:
Expert PHB (Hardcover, 225 pages. $35 Includes core rules plus 10 playable races, 10 character classes, expanded selection of spells and rules modules for players.) Expert DMG (Hardcover, 250 pages. $35 Includes core rules plus expanded rules modules for DMs.) Expert MM (Hardcover, 225 pages. $35 Includes an expanded list of monsters and creatures to challenge characters)
Expansions
These expansion rules modules can be used with both the Basic and Expert sets. Each expansion covers one specific aspect of the game, such as character creation, combat, spells, monsters, etc.)
Hall of Heroes (Hardcover, 225 pages. $35 Includes a vast selection of playable character races and classes, new and old all in one book) Combat and Tactics (Hardcover, 225 pages. $35 Includes dozens of new and old optional rules for combat all in one book) Creature Compendium (Hardcover, 350 pages.$35 Includes hundreds of monsters, new and old all in one book) The Grimoire (Hardcover, 225 pages. $35 Includes hundreds of new and old spells all in one book)
A Million Hit Points of Light: Shedding Light on DamageShow
A Million Hit Points of Light: Shedding Light on Damage and Hit Points
In my personal campaigns, I use the following system for damage and dying. It's a slight modification of the long-standing principles etsablished by the D&D game, only with a new definition of what 0 or less hit points means. I've been using it for years because it works really well. However, I've made some adjustments to take advantage of the D&D Next rules. I've decided to present the first part in a Q&A format for better clarity. So let's begin...
What are hit points? The premise is very simple, but often misunderstood; hit points are an abstraction that represent the character's ability to avoid serious damage, not necessarily their ability to take serious damage. This is a very important distinction. They represent a combination of skillful maneuvering, toughness, stamina and luck. Some targets have more hit points because they are physically tougher and are harder to injure...others have more because they are experienced combatants and have learned how to turn near fatal blows into mere scratches by skillful maneuvering...and then others are just plain lucky. Once a character runs out of hit points they become vulnerable to serious life-threatening injuries.
So what exactly does it mean to "hit" with a successful attack roll, then? It means that through your own skill and ability you may have wounded your target if the target lacks the hit points to avoid the full brunt of the attack. That's an important thing to keep in mind; a successful "hit" does not necessarily mean you physically damaged your target. It just means that your attack was well placed and forced the target to exert themselves in such a way as to leave them vulnerable to further attacks. For example, instead of severing the target's arm, the attack merely grazes them leaving a minor cut.
But the attack did 25 points of damage! Why did it only "graze" the target? Because the target has more than 25 hit points. Your attack forced them to exert a lot of energy to avoid the attack, but because of their combat skill, toughness, stamina and luck, they managed to avoid being seriously injured. However, because of this attack, they may not have the reserves to avoid your next attack. Perhaps you knocked them off balance or the attack left them so fatigued they lack the stamina to evade another attack. It's the DM's call on how they want to narrate the exact reason the blow didn't kill or wound the target.
Yeah, but what about "touch" attacks that rely on physical contact? Making physical contact with a target is a lot different than striking them, so these types of attacks are the exception. If a touch attack succeeds, the attacker manages to make contact with their target.
If hit points and weapon damage don't always represent actual damage to the target, then what does it represent? Think of the damage from an attack as more like a "threat level" rather than actual physical damage that transfers directly to the target's body. That is, the more damage an attack does, the harder it is to avoid serious injury. For example, an attack that causes 14 points of damage is more likely to wound the target than 3 points of damage (depending on how many hit points the target has left). The higher the damage, the greater the chance is that the target will become seriously injured. So, an attack that does 34 points of damage could be thought of as a "threat level of 34." If the target doesn't have the hit points to negate that threat, they become seriously injured.
Ok, but shouldn't armor reduce the amount of damage delivered from an attack? It does reduce damage; by making it harder for an attack to cause serious injury. A successful hit against an armored target suggests that the attack may have circumvented the target's armor by striking in a vulnerable area.
What about poison and other types of non-combat damage? Hit point loss from non-physical forms of damage represents the character spitting the poison out just in time before it takes full strength or perhaps the poison just wasn't strong enough to affect them drastically, but still weakens them. Again, it's the DMs call on how to narrate the reasons why the character avoids serious harm from the damage.
If hit points don't don't represent actual damage then how does that make sense with spells like Cure Serious Wounds and other forms of healing like healer kits with bandages? Hit points do represent some physical damage, just not serious physical damage. Healing magic and other forms of healing still affect these minor wounds just as well as more serious wounds. For example, bandaging up minor cuts and abrasions helps the character rejuvenate and relieve the pain and/or fatigue of hit point loss. The key thing to remember is that it's an abstraction that allows the DM freedom to interpret and narrate it as they see fit.
What if my attack reduces the target to 0 or less hit points? If a player is reduced to 0 or less hit points they are wounded. If a monster or NPC is reduce to 0 or less hit points they are killed.
Why are monsters killed immediately and not players? Because unless the monsters are crucial to the story, it makes combat resolution much faster. It is assumed that players immediately execute a coup de grace on wounded monsters as a finishing move.
What if a character is wounded by poison or other types of non-physical damage? If a character becomes wounded from non-combat damage they still receive the effects of being wounded, regardless if they show any physical signs of injury (i.e., internal injuries are still considered injuries).
Ok. I get it...but what happens once a character is wounded? See below.
Damage and Dying
Once a character is reduced to 0 or less hit points, they start taking real damage. In other words, their reserves have run out and they can no longer avoid taking serious damage.
Characters are fully operational as long as they have 1 hit point or more. They may have minor cuts, bruises, and superficial wounds, but they are are not impaired significantly.
Once they reach 0 or less hit points, they become Wounded (see below).That is, they have sustained a wound that impairs their ability to perform actions.
If they reach a negative amount of hit points equal or greater than their Constitution score, they are Incapacitated. This means they are in critical condition and could possibly die.
Characters will die if their hit points reach a negative amount greater than their Constitution score, plus their current level.
Unharmed: 1 hp or more Wounded: 0 hp or less Incapacitated: -(Constitution) to -(Constitution+Level) Dead: Less than -(Constitution +Level)
Wounded When the character reaches 0 or less hit points they become wounded. Wounded characters receive disadvantage on all attacks and saving throws until they heal back up to 1 hit point or more. This allows for a transitory stage between healthy and dying, without having to mess around with impairment rules while the character still has hit points left.
Incapacitated Characters begin dying when they reach a negative amount of hit points equal to their Constitution score. At which point, they must make a DC 10 Constitution saving throw on each of their following turns (the disadvantage from being wounded does not apply for these saving throws).
If successful, the character remains dying, but their condition does not worsen.
If the saving throw fails, another DC 10 Constitution saving throw must be made. If that one fails, the character succumbs to their wounds and dies. If successful, the character stabilizes and is no longer dying.
Finally, if a dying character receives first aid or healing at any point, they immediately stabilize.
Dead Characters will die if they reach a negative amount of hit points equal to their Constitution, plus their current level. Thus, if an 8th level character with a Constitution score of 12 is down to 4 hit points then takes 24 points of damage (reducing their hit points to -20) the attack kills them outright.
WTF dude...put the crack pipe down and step away slowly...
We're assigning ability scores, not trying to land the Mars rover.
D&D atracts engineers for some reason. Engineers live to overthink things.
It's because TTRPGs completely emulate what they do for a living. They start out having an idea (Character concept), and then find ways to get the math to support said idea.