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Homebrew System - Vitality/Wound Point Questions
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<blockquote data-quote="3catcircus" data-source="post: 4691197" data-attributes="member: 16077"><p>I like the "hit point" system in Twilight:2013.</p><p></p><p>Essentially, you have a "base" hit point value = [10+MUS+(2xFIT)]/4. In D&D terms, that would be [10+STR+(2xCON)]/4. I'd probably play around with this and drop the 10 in there or use the STR and CON modifiers instead.</p><p></p><p>Once you have you base hp, you then apply it in an array as follows:</p><p></p><p> Slight Moderate Serious Critical </p><p>Head 1 base/2 base base x 1.5</p><p>Torso 1 base base x 2 base x 3 </p><p>Limbs 1 base base x 1.5 base x 2</p><p></p><p>Upon crossing each wound threshold, you suffer various effects - from penalties on your ability and skill checks, loss of use of the particular limb, even to potential limb amputation, unconsciousness and death (a criticl wound to the hit is instant unconsciousness). There is also a "lights-out" category for head/torso equal to base x 2.5 (head) or base x 4 for torso - this is a very deadly option to allow for those insta-kills.</p><p></p><p>They also add checks (probably equivalent to fortitude or will saves) to avoid going into shock and/or becoming unstable and bleeding out.</p><p></p><p>Essentially, a serious wound would (in real life) involve a trip to the ER while a critical wound means a life-flight to a trauma center.</p><p></p><p>I like this system because it allows for a more realistic approach to damage and the character's resulting combat effectiveness. </p><p></p><p>It would require a major reworking for use with D&D for a couple of reasons:</p><p></p><p>1. The basic task resolution is to roll a number of d20's equivalent to your skill rating and compare them to your controlling attribute with any results lower than your attribute a success. </p><p>2. Damage is a function of a fixed number based on weapon type plus a margin of success (i.e. if you needed to roll 10 or less and you rolled a 6, you add 4 to the fixed base damage for the weapon).</p><p>3. Armor vs. weapon penetration (weapons have a pen. value that is multipled by the armor value and the result subtracted from the overall damage).</p><p>4. Twilight:2013 is a very gun-centric system for combat.</p><p></p><p>It might be best to use this injury system with the penalties based upon SWSE's condition track (-1, -2, -5, -10, etc.)</p></blockquote><p></p>
[QUOTE="3catcircus, post: 4691197, member: 16077"] I like the "hit point" system in Twilight:2013. Essentially, you have a "base" hit point value = [10+MUS+(2xFIT)]/4. In D&D terms, that would be [10+STR+(2xCON)]/4. I'd probably play around with this and drop the 10 in there or use the STR and CON modifiers instead. Once you have you base hp, you then apply it in an array as follows: Slight Moderate Serious Critical Head 1 base/2 base base x 1.5 Torso 1 base base x 2 base x 3 Limbs 1 base base x 1.5 base x 2 Upon crossing each wound threshold, you suffer various effects - from penalties on your ability and skill checks, loss of use of the particular limb, even to potential limb amputation, unconsciousness and death (a criticl wound to the hit is instant unconsciousness). There is also a "lights-out" category for head/torso equal to base x 2.5 (head) or base x 4 for torso - this is a very deadly option to allow for those insta-kills. They also add checks (probably equivalent to fortitude or will saves) to avoid going into shock and/or becoming unstable and bleeding out. Essentially, a serious wound would (in real life) involve a trip to the ER while a critical wound means a life-flight to a trauma center. I like this system because it allows for a more realistic approach to damage and the character's resulting combat effectiveness. It would require a major reworking for use with D&D for a couple of reasons: 1. The basic task resolution is to roll a number of d20's equivalent to your skill rating and compare them to your controlling attribute with any results lower than your attribute a success. 2. Damage is a function of a fixed number based on weapon type plus a margin of success (i.e. if you needed to roll 10 or less and you rolled a 6, you add 4 to the fixed base damage for the weapon). 3. Armor vs. weapon penetration (weapons have a pen. value that is multipled by the armor value and the result subtracted from the overall damage). 4. Twilight:2013 is a very gun-centric system for combat. It might be best to use this injury system with the penalties based upon SWSE's condition track (-1, -2, -5, -10, etc.) [/QUOTE]
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