vp/wp system Kinda in the middle

Sravoff

First Post
I have been looking for an alternatate to the core rules for ac bab. I saw the sw revised and thought maybe. I saw grim-n-gritty rules and that was far too grim I wanted something different, but similar.

I have developed a system somewhere in the middle. Those with good attack bonus's get the good defence bonus, those with fair get fair and those with poor get poor.

[]Good-
3/3/4/4/5/5....
goes up one per two levels.

[]Fair-
2/2/3/3/34/4/......
goes up on per two levels then up on per three levels then back to two and so on.

[]Poor-
1/1/1/2/2/2/3/3/4/4/4....
goes up one per three, one per three, then one per two, one per three, one per three, one per two. And so one.

I decided on the increased defence for poor because eventually you will learn, even if it is during battle.

[]Defence=10+class+dex+misc
Monks get their wis as normal
other classes get extra as normal. bladesinger, duelists.....
racial ac bonus is one half normal. minimum of one.

[]Damage reduction
armor gives 1/2 ac bonus +1. round down.
monk adds her ac bonus to DR. her + ac per 5 levles.
Other DR works as normal.

[]WP/VP
Wound points are equal to you con score + your base attack bonus.

Vitality points are equal to your normal class hit points.

[]Critical Hits
Critical hits do damage directly to a persons wound points, thus making them fatigued.
Damage=Normal die+str mod+crit mod
This makes critical multiplyers still valid.

[]Armor
Wearing armor makes you easier to hit.
light= -1 defence score
medium= -2 defence score
heavy= -4 defence score


I have not really tested this system very much. I would very much lie your thoughts

Thanks

-Sravoff
 

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Take a little bit more time typing it up next time. If you don't express your thoughts well, no one is going to care enough to try to understand them.
 


I've come up with rules for using vitality/wounds in a Dungeons & Dragons rules set. Your formatting could have been a bit better for your ideas, but I'm particularly intrigued by the fact that you add BaB to WP. I personally prefer to keep WP at the same 'fixed' number (equal to the character's current Con score), so players who really want to have more WP will be easily tempted by feats such as Toughness.

As for Armor Class, a character's AC should advance at a rate more or less equal to the rate at which saving throws increase (a high and a low, sometimes something in between). This helps to counter the fact that armour provides DR instead of AC bonus in a VP/WP system, but attack bonuses increase at the same rate.

I'll share my own rules variant for critical multipliers sometime in the next few days.
 

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