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5.5/6e - Is it time for Wounds/Vitality?
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<blockquote data-quote="DND_Reborn" data-source="post: 8684011" data-attributes="member: 6987520"><p>When we tried it before, this is what we did:</p><ol> <li data-xf-list-type="ol">Hit points became Vitality.</li> <li data-xf-list-type="ol">Wounds (aka Wound Points and also Mortal Wounds) equaled a creature's Constitution score plus its level or CR, as appropriate.</li> <li data-xf-list-type="ol">If HP = 0, damage overflows into Wounds.</li> <li data-xf-list-type="ol">Critical hits required a confirmation roll. If the roll misses, double damage dice and apply to HP. If the roll hits, roll normal damage and apply to Wounds.</li> <li data-xf-list-type="ol">Armor provides DR vs. Wound damage (to a minimum of 1 Wound), DR equals AC value - 10 (e.g. Plate armor would be DR 8).</li> <li data-xf-list-type="ol">Whenever you take Wounds, you make a Constitution save to remain conscious. The DC equals 5 + the damage taken.</li> <li data-xf-list-type="ol">If you take any Wound damage, you gain a level of exhaustion.</li> </ol><p></p><p>Now, the issue is in d20 SW, "mooks" had no vitality, so a critical hit could drop them IIRC.</p><p></p><p>IME with the above system, it penalizes PCs much more than enemies because PCs will need to recover from injury (as where the enemies likely won't <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />.</p><p></p><p>The above was nearly a direction translation of the W/VP system from d20 SW.</p><p></p><p>For healing:</p><p></p><p>You recovered 1 Wound per long rest.</p><p>Spells and magical healing recovered 1 Wound per spell level. Potions recovered 1-4 Wounds depending on the strength of the potion.</p><p></p><p>That's all I can remember for now. I probably have an old house-rule doc if anyone wants me to look for it.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8684011, member: 6987520"] When we tried it before, this is what we did: [LIST=1] [*]Hit points became Vitality. [*]Wounds (aka Wound Points and also Mortal Wounds) equaled a creature's Constitution score plus its level or CR, as appropriate. [*]If HP = 0, damage overflows into Wounds. [*]Critical hits required a confirmation roll. If the roll misses, double damage dice and apply to HP. If the roll hits, roll normal damage and apply to Wounds. [*]Armor provides DR vs. Wound damage (to a minimum of 1 Wound), DR equals AC value - 10 (e.g. Plate armor would be DR 8). [*]Whenever you take Wounds, you make a Constitution save to remain conscious. The DC equals 5 + the damage taken. [*]If you take any Wound damage, you gain a level of exhaustion. [/LIST] Now, the issue is in d20 SW, "mooks" had no vitality, so a critical hit could drop them IIRC. IME with the above system, it penalizes PCs much more than enemies because PCs will need to recover from injury (as where the enemies likely won't ;). The above was nearly a direction translation of the W/VP system from d20 SW. For healing: You recovered 1 Wound per long rest. Spells and magical healing recovered 1 Wound per spell level. Potions recovered 1-4 Wounds depending on the strength of the potion. That's all I can remember for now. I probably have an old house-rule doc if anyone wants me to look for it. [/QUOTE]
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5.5/6e - Is it time for Wounds/Vitality?
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