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3.5e -- What REALLY needed fixing?
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<blockquote data-quote="Andre" data-source="post: 4435896" data-attributes="member: 25930"><p>Ok, taking on some of the issues one at a time, here's a suggestion for hit points, save or die, and character toughness.</p><p></p><p>All characters and creatures have two damage pools, hit points and vitality points.</p><p></p><p><strong>Hit Points</strong> = by class level, +20 points at 1st level</p><p></p><p>Class Hit Points</p><p>Ftr/Brb/Rgr: 6 + 1d4 (Barbarians gain Improved Toughness at first level)</p><p>Cle/Rog/Dru/Mnk: 4 + 1-4</p><p>Sor/Wiz: 2 + 1-4</p><p></p><p>Creature Hit Points:</p><p>per normal rules</p><p></p><p><strong>Vitality Points</strong> = 1 per level or HD, + one-time bonus based on class</p><p></p><p>Character Vitality Points:</p><p>Ftr/Brb/Rgr: +4</p><p>Cle/Rog/Dru/Mnk/Sor/Wiz: +2</p><p>Multiclass: use whichever bonus is better</p><p></p><p>Creature Vitality Points:</p><p>1 per HD (no bonus)</p><p></p><p><strong>Damage</strong></p><p></p><p>Hit point damage occurs per the normal rules. If a creature's hit points reach zero or below, the creature is unconscious. Hit points recover completely with five minutes of rest. </p><p></p><p>Vitality point damage only occurs in special situations:</p><p>- a critical hit does 1 VP</p><p>- coup de grace does 1 VP per 2 levels or HD of attacker</p><p>- a sneak attack does 1 VP per 1d6 sneak attack damage sacrificed (in other words, each sneak attack die can do 1) +1d6 hit point damage, OR 2) 1 VP.</p><p>- any save or die effect instead does VP damage based on the spell and whether or not a save is made (need to determine on individual spell basis)</p><p></p><p>If a creature's vitality points reach zero or below, the creature is dead. VP wounds heal at a rate of 1 VP per day of rest.</p><p></p><p>Healing spells, fast healing, regeneration, etc. heal hit point damage per the normal rules. In addition, healing spells heal 1 VP per level of the spell. Regeneration heals one VP per minute.</p><p></p><p>This system would make it more difficult to kill characters in most situations (an attack by multiple rogues could be nasty, but that's true with RAW too). More often, characters will fall unconscious, perhaps with a wound or two. This would be true of creatures too, so for games where you don't want most creatures knocked unconscious before they are killed, you can simply rule that monsters die when either hit points or vitality points equal zero.</p><p></p><p>It also has the effect of encouraging characters to continue adventuring, as hit points recharge fairly quickly. But once the characters have taken some VP wounds, they'll then have to consider carefully whether or not to press on. This would reduce the need for a cleric, or other forms of healing, but not eliminate that need entirely.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Andre, post: 4435896, member: 25930"] Ok, taking on some of the issues one at a time, here's a suggestion for hit points, save or die, and character toughness. All characters and creatures have two damage pools, hit points and vitality points. [B]Hit Points[/B] = by class level, +20 points at 1st level Class Hit Points Ftr/Brb/Rgr: 6 + 1d4 (Barbarians gain Improved Toughness at first level) Cle/Rog/Dru/Mnk: 4 + 1-4 Sor/Wiz: 2 + 1-4 Creature Hit Points: per normal rules [B]Vitality Points[/B] = 1 per level or HD, + one-time bonus based on class Character Vitality Points: Ftr/Brb/Rgr: +4 Cle/Rog/Dru/Mnk/Sor/Wiz: +2 Multiclass: use whichever bonus is better Creature Vitality Points: 1 per HD (no bonus) [B]Damage[/B] Hit point damage occurs per the normal rules. If a creature's hit points reach zero or below, the creature is unconscious. Hit points recover completely with five minutes of rest. Vitality point damage only occurs in special situations: - a critical hit does 1 VP - coup de grace does 1 VP per 2 levels or HD of attacker - a sneak attack does 1 VP per 1d6 sneak attack damage sacrificed (in other words, each sneak attack die can do 1) +1d6 hit point damage, OR 2) 1 VP. - any save or die effect instead does VP damage based on the spell and whether or not a save is made (need to determine on individual spell basis) If a creature's vitality points reach zero or below, the creature is dead. VP wounds heal at a rate of 1 VP per day of rest. Healing spells, fast healing, regeneration, etc. heal hit point damage per the normal rules. In addition, healing spells heal 1 VP per level of the spell. Regeneration heals one VP per minute. This system would make it more difficult to kill characters in most situations (an attack by multiple rogues could be nasty, but that's true with RAW too). More often, characters will fall unconscious, perhaps with a wound or two. This would be true of creatures too, so for games where you don't want most creatures knocked unconscious before they are killed, you can simply rule that monsters die when either hit points or vitality points equal zero. It also has the effect of encouraging characters to continue adventuring, as hit points recharge fairly quickly. But once the characters have taken some VP wounds, they'll then have to consider carefully whether or not to press on. This would reduce the need for a cleric, or other forms of healing, but not eliminate that need entirely. Thoughts? [/QUOTE]
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