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Homebrew System - Vitality/Wound Point Questions
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<blockquote data-quote="genshou" data-source="post: 4661412" data-attributes="member: 13164"><p>I recommend using the <a href="http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm" target="_blank">Unearthed Arcana rules</a>, with a few additions and changes:</p><ul> <li data-xf-list-type="ul">If a weapon receives a damage multiplier (such as readying a spear against a charge or using a lance during a mounted charge), the multiplier works normally unless a critical hit is scored (in this case, deal the weapon's normal damage directly to wounds and deal the remainder to vitality first).</li> <li data-xf-list-type="ul">Any bonus damage (such as from the flaming property or sneak attack dice) applies at its full damage value to vitality points first, even on a critical hit. Once vitality points are depleted, this damage applies fully to wound points.</li> <li data-xf-list-type="ul">Critical hits do not bypass Damage Reduction from armour or the Barbarian class ability, unless the target has no vitality points remaining BEFORE you apply damage.</li> <li data-xf-list-type="ul">When a character is dealt nonlethal damage, the attack cannot score a critical hit. A successful hit with nonlethal damage reduces vitality points normally, but applies against wound points as nonlethal damage does to standard hit points. Nonlethal damage heals at the same rate as the character’s vitality points, and any spell or ability which heals vitality points additionally heals an equal amount of nonlethal damage.</li> <li data-xf-list-type="ul">Instead of using the variant system of stopping at 0 wound points and using Fortitude saves to avoid unconsciousness and death, I recommend allowing wound points to drop below 0 (at 0 you are disabled) and using my <a href="http://www.otherworlders.org/members/genshou/pmwiki.php/UniversalHouseRules/UHR6" target="_blank">Death's Door</a> house rule. Otherwise, the strength of the attack that hit the character (ie how much extra damage beyond reducing them to 0 wound points) has absolutely no impact whatsoever. In fact, using Unearthed Arcana's ruleset, you could take 50 wound damage, roll a 20 on your Fortitude save the first round, and be right back in the fight at 0 wound points, then take another 50 damage and merely be unconscious and dying again, exactly the same as if you'd been nicked by a dagger when at 1 wound point remaining. You also have the same chance of dying in the first round and all subsequent rounds regardless of how powerful of a blow you took.</li> <li data-xf-list-type="ul">A creature with regeneration treats all damage as nonlethal damage, and the creature cures nonlethal damage at the fixed rate. Once all nonlethal damage is cured, the effect begins to apply to vitality points instead. Vitality or nonlethal damage dealt by an attack that bypasses the creature’s regeneration cannot be healed by the creature’s regeneration ability for an hour. Even though all attacks are treated as nonlethal damage, you can still score a critical hit normally on a creature with regeneration (the wound damage simply becomes nonlethal damage).</li> </ul><p>Some tips:</p><ul> <li data-xf-list-type="ul">Decide whether attacks that require physical contact (such as energy drain or poison) apply when the target takes vitality damage, or only when they take wound damage. This can affect some special abilities greatly, but keeps consistency with the idea that vitality damage represents "avoiding" otherwise potentially lethal hits by, well, not getting hit thanks to stamina and their heroic training.</li> <li data-xf-list-type="ul">If you want a more realistic and lethal game, regular attacks on helpless characters deal wound damage. Otherwise, have them reduce vitality damage normally. A coup de grace is an automatic critical hit and forces a Fortitude save to avoid death as normal.</li> <li data-xf-list-type="ul">For purposes of Concentration, any attack which deals damage, vitality or wound, requires the same Concentration check to avoid losing the spell. The focus required to barely dodge that orc’s greataxe makes it just as hard to get the spell off as if he had actually hit you.</li> </ul><p><strong>Environmental Damage</strong></p><p>In order to prevent characters from falling into lava and only taking vitality damage, or applying all damage to wounds to be realistic and just instantly killing them on a regular basis, I recommend the following:</p><ul> <li data-xf-list-type="ul">Being in the bury zone of a landslide or avalanche, being fully immersed in boiling water or acid, taking <em>any</em> damage from exposure to lava or magma, or being damage by a trap that does not require an attack roll and does not allow a saving throw (e.g. crushing walls/ceiling that you are unable to roll a Reflex save to escape from) deals damage directly to wound points, regardless of any vitality points remaining. Once the character's wound points drop to a certain amount, the remaining damage is applied to vitality points until none remain, then back to wound. If you are using D&D's standard -10=dead rule or my Death's Door house rule, begin applying damage to vitality after the character drops to -1 wound points. if you are using Unearthed Arcana's written rule, apply damage to vitality after the character reaches 0 wound points. Any continuing damage of the above sort will continue to deplete the character's vitality points until none remain, at which point they will continue to take wound damage until they die. If you want things to be a little more lethal when using my Death's Door rules, stop applying wound damage when the character reaches their Critical Condition Threshold (since at this point they can no longer stabilize on their own, but their vitality points prevent the extra damage from making the save vs. death any tougher until they are depleted).</li> </ul></blockquote><p></p>
[QUOTE="genshou, post: 4661412, member: 13164"] I recommend using the [URL="http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm"]Unearthed Arcana rules[/URL], with a few additions and changes: [list][*]If a weapon receives a damage multiplier (such as readying a spear against a charge or using a lance during a mounted charge), the multiplier works normally unless a critical hit is scored (in this case, deal the weapon's normal damage directly to wounds and deal the remainder to vitality first). [*]Any bonus damage (such as from the flaming property or sneak attack dice) applies at its full damage value to vitality points first, even on a critical hit. Once vitality points are depleted, this damage applies fully to wound points. [*]Critical hits do not bypass Damage Reduction from armour or the Barbarian class ability, unless the target has no vitality points remaining BEFORE you apply damage. [*]When a character is dealt nonlethal damage, the attack cannot score a critical hit. A successful hit with nonlethal damage reduces vitality points normally, but applies against wound points as nonlethal damage does to standard hit points. Nonlethal damage heals at the same rate as the character’s vitality points, and any spell or ability which heals vitality points additionally heals an equal amount of nonlethal damage. [*]Instead of using the variant system of stopping at 0 wound points and using Fortitude saves to avoid unconsciousness and death, I recommend allowing wound points to drop below 0 (at 0 you are disabled) and using my [URL="http://www.otherworlders.org/members/genshou/pmwiki.php/UniversalHouseRules/UHR6"]Death's Door[/URL] house rule. Otherwise, the strength of the attack that hit the character (ie how much extra damage beyond reducing them to 0 wound points) has absolutely no impact whatsoever. In fact, using Unearthed Arcana's ruleset, you could take 50 wound damage, roll a 20 on your Fortitude save the first round, and be right back in the fight at 0 wound points, then take another 50 damage and merely be unconscious and dying again, exactly the same as if you'd been nicked by a dagger when at 1 wound point remaining. You also have the same chance of dying in the first round and all subsequent rounds regardless of how powerful of a blow you took. [*]A creature with regeneration treats all damage as nonlethal damage, and the creature cures nonlethal damage at the fixed rate. Once all nonlethal damage is cured, the effect begins to apply to vitality points instead. Vitality or nonlethal damage dealt by an attack that bypasses the creature’s regeneration cannot be healed by the creature’s regeneration ability for an hour. Even though all attacks are treated as nonlethal damage, you can still score a critical hit normally on a creature with regeneration (the wound damage simply becomes nonlethal damage).[/list] Some tips: [list][*]Decide whether attacks that require physical contact (such as energy drain or poison) apply when the target takes vitality damage, or only when they take wound damage. This can affect some special abilities greatly, but keeps consistency with the idea that vitality damage represents "avoiding" otherwise potentially lethal hits by, well, not getting hit thanks to stamina and their heroic training. [*]If you want a more realistic and lethal game, regular attacks on helpless characters deal wound damage. Otherwise, have them reduce vitality damage normally. A coup de grace is an automatic critical hit and forces a Fortitude save to avoid death as normal. [*]For purposes of Concentration, any attack which deals damage, vitality or wound, requires the same Concentration check to avoid losing the spell. The focus required to barely dodge that orc’s greataxe makes it just as hard to get the spell off as if he had actually hit you.[/list] [B]Environmental Damage[/B] In order to prevent characters from falling into lava and only taking vitality damage, or applying all damage to wounds to be realistic and just instantly killing them on a regular basis, I recommend the following: [list][*]Being in the bury zone of a landslide or avalanche, being fully immersed in boiling water or acid, taking [I]any[/I] damage from exposure to lava or magma, or being damage by a trap that does not require an attack roll and does not allow a saving throw (e.g. crushing walls/ceiling that you are unable to roll a Reflex save to escape from) deals damage directly to wound points, regardless of any vitality points remaining. Once the character's wound points drop to a certain amount, the remaining damage is applied to vitality points until none remain, then back to wound. If you are using D&D's standard -10=dead rule or my Death's Door house rule, begin applying damage to vitality after the character drops to -1 wound points. if you are using Unearthed Arcana's written rule, apply damage to vitality after the character reaches 0 wound points. Any continuing damage of the above sort will continue to deplete the character's vitality points until none remain, at which point they will continue to take wound damage until they die. If you want things to be a little more lethal when using my Death's Door rules, stop applying wound damage when the character reaches their Critical Condition Threshold (since at this point they can no longer stabilize on their own, but their vitality points prevent the extra damage from making the save vs. death any tougher until they are depleted).[/list] [/QUOTE]
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