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General Tabletop Discussion
*Pathfinder & Starfinder
A Hit Point Proposal
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<blockquote data-quote="Khaalis" data-source="post: 5828978" data-attributes="member: 2167"><p>I would like to see a system like this in the optional combat modules. For an example… <em>Fantasy Craft</em> already uses a very workable system for this.</p><p></p><p><em>VITALITY & WOUDS</em> together make up a character’s ability to remain standing in a fight. Also note that the FC system uses armor as Defense & Damage Reduction system, as well as Damage Resistances.</p><p></p><p><strong>Vitality:</strong> This is a measure of your character’s ability to avoid injury. Basically the same as HP. It is a mixture of endurance, luck and will to fight. Losing vitality does not indicate physical damage, but rather combat fatigue. As vitality drops, the character get closer to exhaustion and the possibility of a nasty wound.</p><p>* Classes grant a certain number of Vitality per level (+ CON modifier per level)</p><p>* Certain racial/origin/feat choices can grant 1 additional Vitality per Level.</p><p></p><p></p><p><strong>Wounds:</strong> These are a direct measure of a character’s remaining vigor, measuring their ability to sustain injury. As wounds drop, the character acquires abrasions, cuts, and eventually broken bones and worse.</p><p>* Small Size = Your maximum Wounds equals your Constitution score x2/3 (rounded down).</p><p>* Medium Size = Your maximum Wounds equals your Constitution score.</p><p>* Large Size = Your maximum Wounds equals your Constitution score x1.5 (rounded down).</p><p></p><p></p><p><strong>Damage & Death:</strong> When you take damage, it lowers your Vitality. Once Vitality drops to 0 (you can’t drop below 0 Vitality), you become <em>fatigued</em> and remaining damage rolls into Wounds. When Wounds drop to 0 you fall <em>unconscious</em> and are considered <em>Dying</em>. Remaining damage puts you into negative Wounds. </p><p></p><p>** <em>Fatigued</em>: Fatigue is a condition that stacks up to 4 times (Fatigued I-IV). When fatigued, you cannot Run. Also, for each level of fatigued up to III, your Speed drops by 5’, STR & DEX drop by 2. At fatigue IV you fall unconscious. Fatigue is lost at the rate of 1per scene (or encounter) or 1per hour of sleep.</p><p></p><p>** <em>Dying</em>: Each round roll d%. If the result is equal or less than your CON, you stabilize and wounds return to 0; otherwise Wounds drop by 1. You can also be stabilized with a Medicine skill check (DC 15)or by magical healing. Death is at -10 Wounds and a body is destroyed at -25 Wounds.</p><p></p><p></p><p></p><p><em>ADVANCED DAMGE RULES</em></p><p>* <strong>Critical Injuries:</strong> Critical injuries offer an opportunity for characters to scar, break, and maim the enemy, brutally establishing their battle superiority. Each time a character suffers 25 or more points of damage in a single hit, he makes a Fortitude save (DC 1/2 the damage suffered, rounded down). With failure, he gains a critical injury from a table (results can last for a scene or for up to 1d4 months; reduced by treatment).</p><p></p><p>* <strong>Massive Damage:</strong> When a character suffers 50 or more points of damage in a single hit, he makes a Fortitude save (DC 1/2 the damage suffered, rounded down). With failure, he dies instantly</p><p></p><p>* <strong>Stress Damage:</strong> Stress damage ignores DR, but is not applied to Vitality or Wounds and cannot inflict critical injuries; rather, it accumulates over time until it wears off. Instead each time Stress damage is taken you make a Will save (DC 10 + 1/2 your total stress damage, rounded down). Failure means you gain 1 rank of <em>shaken</em> and stress damage resets to 0. Critical hits with stress damage result in being <em>stunned</em> for 1 round (Will succeeds) or 1d6 rounds (Will fails).</p><p>-- <em>shaken</em>: Cannot take 10 or 20. Suffer a -2 with all attack checks, CHA and WIS based skill checks per grade of shaken (I-IV). If pushed to shaken V, you fall unconscious. You lose 1 grade of shaken at the end of each scene.</p><p>-- Outside combat or when all sources of anguish are removed, stress damage wears off at 1 per 10 minutes.</p><p></p><p>* <strong>Stress Damage:</strong> Subdual damage is not applied to the target’s vitality and wounds and cannot inflict critical injuries; rather, it accumulates over time until it wears off. Instead each time Subdual damage is taken you make a Fortitude save (DC 10 + 1/2 your total subdual damage, rounded down). Failure means you gain 1 rank of <em>fatigued</em> and subdual damage resets to 0. Critical hits with subdual damage result in being <em>stunned</em> for 1 round (Fortitude succeeds) or 1d6 rounds (Fortitude fails).</p><p></p><p>* <strong>Cheating Death:</strong> “Heroes can often Cheat Death, beating the odds to adventure another day. Like all miracles, though, Cheating Death has a price.” </p><p>* You can Cheat Death only 1 per Adventure, and only with GM approval. “The option shouldn’t be extended to characters whose deaths were reckless, foolhardy, or a result of violating the basic principles of the game (e.g. acting ruthlessly in a heroic game, betraying the party, supporting the enemy, or being disruptive).”</p><p>* On approval the PC offers a plausible reason for survival as well as a LASTING IMPACT the experience has on the character or the world.</p><p>* EVERYONE at the table Rates the proposal from 1 (horrible) to 5 (brilliant). The results are averaged and recorded. </p><p>* The player then rolls 1d20 and consults a Table of Cheating Death results, suffering a fate corresponding to the average rating (1 being Catastrophic, 2 being Ruinous, 3 being Tragic, 4 being Damaging, and 5 being Petty). </p><p>* The character earns no XP or other rewards for the adventure they Cheat Death in.</p><p>* The character may return in the next adventure, suffering the listed penalty (if any). This penalty is permanent (though the character can sometimes recoup over time, as is the case with lost Renown).</p></blockquote><p></p>
[QUOTE="Khaalis, post: 5828978, member: 2167"] I would like to see a system like this in the optional combat modules. For an example… [i]Fantasy Craft[/i] already uses a very workable system for this. [i]VITALITY & WOUDS[/i] together make up a character’s ability to remain standing in a fight. Also note that the FC system uses armor as Defense & Damage Reduction system, as well as Damage Resistances. [b]Vitality:[/b] This is a measure of your character’s ability to avoid injury. Basically the same as HP. It is a mixture of endurance, luck and will to fight. Losing vitality does not indicate physical damage, but rather combat fatigue. As vitality drops, the character get closer to exhaustion and the possibility of a nasty wound. * Classes grant a certain number of Vitality per level (+ CON modifier per level) * Certain racial/origin/feat choices can grant 1 additional Vitality per Level. [b]Wounds:[/b] These are a direct measure of a character’s remaining vigor, measuring their ability to sustain injury. As wounds drop, the character acquires abrasions, cuts, and eventually broken bones and worse. * Small Size = Your maximum Wounds equals your Constitution score x2/3 (rounded down). * Medium Size = Your maximum Wounds equals your Constitution score. * Large Size = Your maximum Wounds equals your Constitution score x1.5 (rounded down). [b]Damage & Death:[/b] When you take damage, it lowers your Vitality. Once Vitality drops to 0 (you can’t drop below 0 Vitality), you become [i]fatigued[/i] and remaining damage rolls into Wounds. When Wounds drop to 0 you fall [i]unconscious[/i] and are considered [i]Dying[/i]. Remaining damage puts you into negative Wounds. ** [i]Fatigued[/i]: Fatigue is a condition that stacks up to 4 times (Fatigued I-IV). When fatigued, you cannot Run. Also, for each level of fatigued up to III, your Speed drops by 5’, STR & DEX drop by 2. At fatigue IV you fall unconscious. Fatigue is lost at the rate of 1per scene (or encounter) or 1per hour of sleep. ** [i]Dying[/i]: Each round roll d%. If the result is equal or less than your CON, you stabilize and wounds return to 0; otherwise Wounds drop by 1. You can also be stabilized with a Medicine skill check (DC 15)or by magical healing. Death is at -10 Wounds and a body is destroyed at -25 Wounds. [i]ADVANCED DAMGE RULES[/i] * [b]Critical Injuries:[/b] Critical injuries offer an opportunity for characters to scar, break, and maim the enemy, brutally establishing their battle superiority. Each time a character suffers 25 or more points of damage in a single hit, he makes a Fortitude save (DC 1/2 the damage suffered, rounded down). With failure, he gains a critical injury from a table (results can last for a scene or for up to 1d4 months; reduced by treatment). * [b]Massive Damage:[/b] When a character suffers 50 or more points of damage in a single hit, he makes a Fortitude save (DC 1/2 the damage suffered, rounded down). With failure, he dies instantly * [b]Stress Damage:[/b] Stress damage ignores DR, but is not applied to Vitality or Wounds and cannot inflict critical injuries; rather, it accumulates over time until it wears off. Instead each time Stress damage is taken you make a Will save (DC 10 + 1/2 your total stress damage, rounded down). Failure means you gain 1 rank of [i]shaken[/i] and stress damage resets to 0. Critical hits with stress damage result in being [i]stunned[/i] for 1 round (Will succeeds) or 1d6 rounds (Will fails). -- [i]shaken[/i]: Cannot take 10 or 20. Suffer a -2 with all attack checks, CHA and WIS based skill checks per grade of shaken (I-IV). If pushed to shaken V, you fall unconscious. You lose 1 grade of shaken at the end of each scene. -- Outside combat or when all sources of anguish are removed, stress damage wears off at 1 per 10 minutes. * [b]Stress Damage:[/b] Subdual damage is not applied to the target’s vitality and wounds and cannot inflict critical injuries; rather, it accumulates over time until it wears off. Instead each time Subdual damage is taken you make a Fortitude save (DC 10 + 1/2 your total subdual damage, rounded down). Failure means you gain 1 rank of [i]fatigued[/i] and subdual damage resets to 0. Critical hits with subdual damage result in being [i]stunned[/i] for 1 round (Fortitude succeeds) or 1d6 rounds (Fortitude fails). * [b]Cheating Death:[/b] “Heroes can often Cheat Death, beating the odds to adventure another day. Like all miracles, though, Cheating Death has a price.” * You can Cheat Death only 1 per Adventure, and only with GM approval. “The option shouldn’t be extended to characters whose deaths were reckless, foolhardy, or a result of violating the basic principles of the game (e.g. acting ruthlessly in a heroic game, betraying the party, supporting the enemy, or being disruptive).” * On approval the PC offers a plausible reason for survival as well as a LASTING IMPACT the experience has on the character or the world. * EVERYONE at the table Rates the proposal from 1 (horrible) to 5 (brilliant). The results are averaged and recorded. * The player then rolls 1d20 and consults a Table of Cheating Death results, suffering a fate corresponding to the average rating (1 being Catastrophic, 2 being Ruinous, 3 being Tragic, 4 being Damaging, and 5 being Petty). * The character earns no XP or other rewards for the adventure they Cheat Death in. * The character may return in the next adventure, suffering the listed penalty (if any). This penalty is permanent (though the character can sometimes recoup over time, as is the case with lost Renown). [/QUOTE]
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