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Are Hit Points Meat? (Redux): D&D Co-Creator Saw Hit Points Very Differently
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 8435935" data-attributes="member: 710"><p>I agree that was a fundamental problem of the wound and vitality system as implemented back then.</p><p></p><p>An alternate take I could see is that crits and some other effects only inflict a small amount of wound damage normally, so you can have wounds occuring occassionally that can trigger effects that only make sense if serious injuries are caused.</p><ul> <li data-xf-list-type="ul">If you score a critical hit, you deal 1 wound damage.</li> <li data-xf-list-type="ul">If a character becomes bloodied (has lost more than half his total vitality) by an attack's damage, he takes 1d4 (or also just 1) wound damage.</li> <li data-xf-list-type="ul">If a character has no vitality points remaining or is subject to a coup-de-grace, he takes the listed damage directly to wounds.</li> <li data-xf-list-type="ul">Falling damage: Make relevant ability/skill check to slow or catch your fall to reduce the effective height of the fall in half. For every full 10 ft you fall after adjusting for the check, you suffer 1 point of wound damage, plus 1d6 point of vitality damage (to a maximum of Height to reach terminal velocity d6). If you failed the check, you suffer an additional d6 wound damage. (Wound damage may be adjusted by character size class - d4 for small, d8 for large?)</li> </ul><p>If wounds = constitution, you can probably not build around trying to get 8+ crits in a fight (at least not without also removing the target's vitality points), and a single lucky crit isn't going to do anything serious.</p><p></p><p>But you have the chance of taking some minor wounds before you run out of vitality, which gives you some game mechanicical support for the fiction saying that you took some injuries in a fight without requiring you to run out of all vitality points. Depending on how hard it is to restore wounds and what other effects being wounded causes, you also have a dial to define what long-term effects wounds would have in your game.</p><p>And you can make poison and similar effects a special mechanic that only applies when you inflict a wound to someone, and design and balance them level accordingly.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 8435935, member: 710"] I agree that was a fundamental problem of the wound and vitality system as implemented back then. An alternate take I could see is that crits and some other effects only inflict a small amount of wound damage normally, so you can have wounds occuring occassionally that can trigger effects that only make sense if serious injuries are caused. [LIST] [*]If you score a critical hit, you deal 1 wound damage. [*]If a character becomes bloodied (has lost more than half his total vitality) by an attack's damage, he takes 1d4 (or also just 1) wound damage. [*]If a character has no vitality points remaining or is subject to a coup-de-grace, he takes the listed damage directly to wounds. [*]Falling damage: Make relevant ability/skill check to slow or catch your fall to reduce the effective height of the fall in half. For every full 10 ft you fall after adjusting for the check, you suffer 1 point of wound damage, plus 1d6 point of vitality damage (to a maximum of Height to reach terminal velocity d6). If you failed the check, you suffer an additional d6 wound damage. (Wound damage may be adjusted by character size class - d4 for small, d8 for large?) [/LIST] If wounds = constitution, you can probably not build around trying to get 8+ crits in a fight (at least not without also removing the target's vitality points), and a single lucky crit isn't going to do anything serious. But you have the chance of taking some minor wounds before you run out of vitality, which gives you some game mechanicical support for the fiction saying that you took some injuries in a fight without requiring you to run out of all vitality points. Depending on how hard it is to restore wounds and what other effects being wounded causes, you also have a dial to define what long-term effects wounds would have in your game. And you can make poison and similar effects a special mechanic that only applies when you inflict a wound to someone, and design and balance them level accordingly. [/QUOTE]
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Are Hit Points Meat? (Redux): D&D Co-Creator Saw Hit Points Very Differently
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