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*Pathfinder & Starfinder
A VP/WP system again
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<blockquote data-quote="RangerWickett" data-source="post: 820592" data-attributes="member: 63"><p>Continuing on a bit.</p><p></p><p>I don't use WP as much for the bad guys. For 'mooks' (anybody who's not a major threat), once they reach 0 hit points, they drop, though they're still conscious as long as they have 0 or more WP. This lets PCs cleave their foes (otherwise the cleave feat would be useless). Also, if the PCs don't quickly finish off the wounded opponents, they can get a second wind and come back in about a minute, though they'll still be weak.</p><p></p><p>Major bad guys keep on fighting until they die, as do people like berserkers, or large monsters.</p><p></p><p>I don't actually use penalties to actions once you're out of hit points, though I suppose I should. If I did, though, I'd just make it a flat -2 penalty to all rolls, for ease of book-keeping. I just really enjoy giving the PCs some extra damage padding, since it lets me scare them every once in a while. It was glorious last session when an NPC knight ran down the party wizard with a spirited charge and did 32 damage in one hit. Because of the wizard's WP, the 7th level mage managed to survive the blow, and the entire party realized they were facing one tough S.O.B.</p><p></p><p>For creatures smaller than medium size, I give them Wound Points equal to Con x 3/4 for small, Con/2 for tiny, Con/4 for diminutive, and Con/8 for Fine. Of course, so far I haven't had to worry about WP for creatures smaller than small.</p><p></p><p>For creatures larger than medium-size, I found an easy way to figure out how many WP to give a creature. I figure that smaller creatures like humans are mostly hit points, since they tend to dodge a lot, whereas bigger creatures are mostly wound points, since they have a harder time dodging, and their bodies can take the damage. So what you do is figure out how many bonus HP the creature would normally get from its Constitution score; they instead get these as Wound Points.</p><p></p><p>So a Troll (6d8+36) would have 36 WP and 27 HP, while a kraken (20d10+180) would have 180 WP and 110 HP.</p><p></p><p>Why does this matter, do you ask? Well, because of spells like Harm. Yippie-skippy, I get to keep harm without a saving throw, because now it just reduces you to 0 HP and does 6 WP of damage (minimum damage is equal to your caster level, so if your target's already at 0 hp, you'll still hurt them). Also, like in your version, cure and inflict spells heal or deal 1 WP damage per level. Healing circle just heals 1 WP, but it does it to an area.</p><p></p><p>I'm trying to think if anything else has cropped up in particular to these rules. HP heal at a rate of 1/level/hour, and WP heal at 1 per day. That's about it, from what I can remember.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 820592, member: 63"] Continuing on a bit. I don't use WP as much for the bad guys. For 'mooks' (anybody who's not a major threat), once they reach 0 hit points, they drop, though they're still conscious as long as they have 0 or more WP. This lets PCs cleave their foes (otherwise the cleave feat would be useless). Also, if the PCs don't quickly finish off the wounded opponents, they can get a second wind and come back in about a minute, though they'll still be weak. Major bad guys keep on fighting until they die, as do people like berserkers, or large monsters. I don't actually use penalties to actions once you're out of hit points, though I suppose I should. If I did, though, I'd just make it a flat -2 penalty to all rolls, for ease of book-keeping. I just really enjoy giving the PCs some extra damage padding, since it lets me scare them every once in a while. It was glorious last session when an NPC knight ran down the party wizard with a spirited charge and did 32 damage in one hit. Because of the wizard's WP, the 7th level mage managed to survive the blow, and the entire party realized they were facing one tough S.O.B. For creatures smaller than medium size, I give them Wound Points equal to Con x 3/4 for small, Con/2 for tiny, Con/4 for diminutive, and Con/8 for Fine. Of course, so far I haven't had to worry about WP for creatures smaller than small. For creatures larger than medium-size, I found an easy way to figure out how many WP to give a creature. I figure that smaller creatures like humans are mostly hit points, since they tend to dodge a lot, whereas bigger creatures are mostly wound points, since they have a harder time dodging, and their bodies can take the damage. So what you do is figure out how many bonus HP the creature would normally get from its Constitution score; they instead get these as Wound Points. So a Troll (6d8+36) would have 36 WP and 27 HP, while a kraken (20d10+180) would have 180 WP and 110 HP. Why does this matter, do you ask? Well, because of spells like Harm. Yippie-skippy, I get to keep harm without a saving throw, because now it just reduces you to 0 HP and does 6 WP of damage (minimum damage is equal to your caster level, so if your target's already at 0 hp, you'll still hurt them). Also, like in your version, cure and inflict spells heal or deal 1 WP damage per level. Healing circle just heals 1 WP, but it does it to an area. I'm trying to think if anything else has cropped up in particular to these rules. HP heal at a rate of 1/level/hour, and WP heal at 1 per day. That's about it, from what I can remember. [/QUOTE]
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