A VP/WP system again

I use this system so I wouldn't have to rely on magical healing. This way PCs heal 1/level/hour, meaning clerics aren't necessary for every party. It's kinda cool, because I ended up with a party all of fighters and wizards, which gives an interesting dynamic. The fighters really do end up being body shields in combat, while the mages hang back and run like heck if anyone gets around the warriors. :)
 

log in or register to remove this ad


Derren said:
The Blood Loss is the main reason why I want a VP/WP System.

...

Any ideas how I could keep the blood loss but make it fair?

For the vorpal weapons, I intended it to let it do crit damage (modified by DR,....). It is still a +5 enchantment. (But I also don´t intend to give vorpal weapons to my players)

make it fair, but no so harsh ... ummmm suuuure I'll try. although I usually don't like making more die rolls and paperwork, I think this might work.

DC 15 +1 for each successful wp done (so the first time is DC 16, the second is 17 etc)

when ever you get dealt a succesful wp you normally get -1 to [everything]. this is affect is cummalitive, so if a character fails her/his fort save 3x in a row s/he has a total of -3 to [everything]. Make a fort save, DC 15 (+1 for each wp dmg done) to avoid these effects.

anyone with high fort saves is going to be able to hang in a lot longer ... rarely will they fail their check ... you could make the DC 20 ... most will fail until you get to much higher lvls [makes great fortitude a good feat to have ... maybe give a bonus for having endurance feat as well, another +1?]


Vorpal: keep it as you have it ... your idea is fine! ... I keep forgetting how instant-kill vorpal normally is. With your system there stands a chance at survival ...
 

An alternative that increases complexity yet again (and so may not be what you want).

I use a VP/WP system to minimize the need for clerics and as a power source for an alternate magic system. I like the critical applied to wound points system that others describe as lethal (it keeps the players humble).

I do however, let armor absorb wound damage. Basically, light armors absorb one, medium two, and heavy absorb three per critical die.

I also use defense bonuses, so confirming a critical against a skilled target can be difficult (it also encourages more defensive fighting).

I like the balance in playtesting, but it may involve more changes than most want to make.
 

In the original SWRPG d20 game, the WP system worked as:

Small, Medium, Large: WP = CON
Each level less than small: x 0.5
Each level above large: X 2.0

So, that Huge ogre would not only have a higher CON score, it would also have twice its CON score as WP.
 

Um... Wow! I am really impressed. I never thought I would find a VP/WP system that I would like in DnD. I have used it in SW, but I couldn't think of an elegant way to translate it.

I may actually use this.

Only one playability problem. Remember, anything that penalizes people for being wounded is going to affect the players a lot more than the NPC's. Picture a standard Dungeon crawl through a tribe of...ummm... gnolls and Ogres and such. The party meats a bunch out front, lets say 10. They kill them all, but get hit with two criticals. The gnolls are no worse off than the 'core' way, they are still dead. But now two of the players are -1 to all rolls. The 'core' way, they may not really 'need' healing, but now they really do. Etc.


But I don't know, I still kind of like it.

.
 


DC15 or DC 20?

now you need to repost this in much neater format so I can cut and paste it to my odd rules and ideas .doc :)
 

Remove ads

Top