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D&D 5E ALTERNATIVE (ADVANCED MODULE?) HP/WOUNDS SYSTEM

Bran Mak Morn

First Post
LONG POST
Hello everyone this is my first “real” post so do not hit me to hard
What I would like is to discuss with you the underlying idea and not necessarily or only the current numbers shown below.
I would greatly appreciate both positive and negative feedback
__________________________________________________ _____________________________________
GOALS: simplicity (both in terms of impact on the rest of the rules and bookkeeping), modularity, allowing coherent martial and natural healing.
CAVEATS: the below is a proposition which is based on the current iteration of the playtest and it has no comprehensiveness (nor final balance) goals.
Vulnus Points (VP) represents physical resistance and toughness (aka "meat"). Experience and Constitution determine the amount of VP.
Hit Points (HP) represents luck, stamina, awareness, combat skills & focus, morale, instinct, vitality, resistance, willpower, experience. Class and Experience determine the amount of VP.
VP are lost once HP are depleted.
Once starting to lose VP, any creature is Wounded.
Once at a half or lower of maximum VP, any creature is Bloodied.
BLOODIED
A Bloodied creature cannot take reactions and must make a Constitution save (DC 10) to cast a spell or make a check.
WOUNDED
The first time a creature is Wounded in a combat it gets Disadvantage on the next attack/save/check it does within the end of its next turn.
Wounded and Bloodied are Conditions which may trigger various characters' features, feats spells, monsters' abilities and magic items alike. A couple of sample ideas (sorry for the names, I know they suck) which I think may be easily expanded:
a) Blood Hunter, a feat which allows you to impose the Wounded Condition more than once during a fight (i.e. every time a Bloodlust creature hits a target which is already Wounded, that target gets Disadvantage on the next attack/save/check it does within the end of its next turn).
b) Bloody Revenge, a feat which allows you to immediately make a melee attack versus any creature within range, once you become Bloodied.
Some effects may directly target VP instead (e.g. poison, disease, assassin's backstab, targeting hapless creature, drowning, a few spells). These should be limited in numbers and only applied to those effects which are iconic in being considered as targeting only the "meat" of the target and versus which experience as an adventurer does not play a big role in trying to avoid the dames of - by way of example I would exclude from this list any effects as a Fireball or a Lightning Bolt, making them subject to the "standard" rule above (HP first, then VP) but I would include Disintegrate or Power Word Kill in the list.
Magic Healing restores VP first. Once VP are replenished, any exceeding healing restores HP.
Martial Healing restores HP only.
Natural Healing restores VP based on the dial options presented below.
During a Short or a Long Rest, a PC can spend his Hit Dice to recover lost HP.
MONSTERS
I would determine VP and HP of Monsters quite freely, based on the nature of the monster and the DM play style. As a guideline, it seems to me that calculating VP as the higher of (Constitution modifier x HD) or the number of HD and HP as standard HP less VP works fine. A few Monsters’ abilities should be changed (e.g. undead immune to Bloodied and Wounded conditions).
Creatures Natural Healing restores (1 VP + 1 VP per Constitution modifier) per ½ HD per Long Rest (rounded down, minimum 1)
RATIONALE
The basic idea is also that given the actual rules on dying, being at 0 HP (or VP under this system) does not mean a creature is dead (Monsters are by convention). This means that VP represents the amount of physical damage required to knock out a given creature.
A robust NPC human male worker (Con 13 – 1d8 HD – Dark Acolyte as a model) would have 2 VP and 4 HP, meaning that he can maybe sword fight for a single round or even less with a menace able to hit him (4 HP) and that a solid single knife wound (average 2,5) actually inflicted upon him (in terms of VP loss) can take him out of combat. He has suffered a wound but he is still able to recover with a proper amount of time.
A human NPC mercenary captain (Con 12 – 4d8 HD – Human War Chief as a model) would have 4 VP and 18 HP; he can effectively fight several rounds and it takes a solid sword wound (average 4,5) to take him down. He can resist pain and shock better than the worker (4 VP vs 2 VP) and he the resources he can tap is during the combat (18 HP vs 4 HP) means he can stand much longer the duress of the fight.
A 3rd level PC human fighter (Con 14 – 3rd level 1d10 HD) would have 9 VP and 22 HP. The experience he earned (his class level) has hardened him to the point he needs to be hit hard enough to get him out of the fight (9 VP) and his fighter class levels gives him 22 HP which represents here his ability to remain focused on his fighting abilities and the target before giving up opening to his foes.
A 3rd level PC human rogue (Con 14 – 3rd level 1d6 HD) would have 9 VP and 14 HP. The same experience and body toughness of the fighter give him the same amount of VP - here I consider them as two human being of similar physical characteristics (Con score) who went through a similar amount of body and mind stress during their career which they learned how to better overcome (their experience level) - but he is no match for the fighter in terms of fighting endurance. Staying in the fight for too long means for the rogue beginning to expose himself to potential opening in his defense resulting in actual hits.
Constitution still plays a big role (e.g. a 10th level dwarf with Con 18 can withstand a huger amount of physical pain - before giving up the fight – than a 10th level human with Con 10 or 12).
The system also implies that in terms of fighting endurance abilities, skills and motale (HP) a 10th level dwarf fighter with Con 18 is no different from a 10th level human fighter with Con 11 (on average they will have the same amount of HP) but the tough dwarf can stand much harder blows when it comes to resist physical shock and avoid falling unconscious.
N.B. Under this system the rolling to hit the AC of the target does not mean actually hitting it but better land a “threatening blow” meaning any offensive action (it depends on the nature of the attack) which based on the ability of the attacker (its attack bonus) and the defenses of the target (AC depending on natural or manmade armor and dexterity and eventually magic) is capable of being threatening enough to require the expense of the target resources, in terms of HP and eventually VP when HP are low enough.
If we have a look at both ends of the spectrum the maximum difference would be 1 to 5 at level 1 and 20 to 120 at level 20 under the “standard” system. The question is, how do we consider a 20th level Con 20 PC to be like? If we imagine Bruenor Battlehammer (assuming that Bruenor would fall, as a concept, under the “standard” system and not “gritty”, for example) to be a 14th level Con 18 dwarf (70 VP) and we assume that such amount is correct to justify Bruenor’s resistance to physical injuries before he faint or get unconscious, then 120 VP would imply the PC has reach the power level of an almost supernatural being (Hercules, Gilgamesh, Achilles and so on) and again, this seems to work fine to me.
MARTIAL HEALING
Magic Healing and Martial Healing may coexist in a more convincing way. Magic Healing restores first and foremost actual wounds but also focus, spirit, energies, readiness and willpower of the target, while Martial Healing can restore the latter but not actual, physical wounds.
Once a comrade falls unconscious with a hole in its belly (≤0 VP, 0 HP) , the Warlord may not be able to bring him back to action with Inspiring Word, but he may do so with the shaken, seriously wounded comrade who is on the brink of unconsciousness (1 or 2 VP, 0 HP). There is no actual healing of the wounds (VP stay low after the Warlord uses yells "Not today Ghor, do not give up!") but his companion goes back to combat being able to fight with almost all his abilities properly functioning and only partially incapacitated by the Bloodied condition.
While Magic Healing is more effective (as it should be in my opinion), Martial Healing is still an important and meaningful option.
4 DIAL OPTIONS
A) STANDARD
i) 1 Vulnus Point per level
ii) 1 Vulnus Point per Constitution modifier per level
HP = standard calculation less Vulnus Points under ii) above.
Natural Healing restores (1 VP + 1 VP per Constitution modifier) per ½ level per Long Rest (rounded down, minimum 1)
After a Short Rest, a PC can spend his Hit Dice to recover lost HP. Hit Dice spent in this way do not benefit of the Constitution modifier.
After a Long Rest, a PC recovers all its HP and Hit Dice.
B) HERO IC
i) 1 Vulnus Point per level
ii) 1 Vulnus Point per Constitution modifier per level
HP = standard calculation less Vulnus Points under ii) above.
Natural Healing restores (1 VP + 1 VP per Constitution modifier) per level per Long Rest.
After a Short Rest, a PC can spend his Hit Dice to recover lost HP. Hit Dice spent in this way do not benefit of the Constitution modifier.
After a Long Rest, a PC recovers all its HP and Hit Dice.
C) GRITTY
i) 1 Vulnus Point per level UP TO level 10
ii) 1 Vulnus Point per Constitution modifier per level UP TO level 10
HP = standard calculation less (Constitution modifier per level)
Natural Healing restores 1 VP + 1 VP per Constitution modifier per Long Rest.
After a Short Rest, a PC can spend his Hit Dice to recover lost HP. Hit Dice spent in this way do not benefit of the Constitution modifier.
After a Long Rest, a PC recovers all its Hit Dice.
D) DEADLY
i) 1 Vulnus Point per level UP TO level 10
ii) 1 Vulnus Point per Constitution modifier UP TO level 10
HP = standard calculation less (Constitution modifier per level)
Natural Healing restores 1 VP and 1 Hit Die per Long Rest.
During a Short or a Long Rest, a PC can spend his Hit Dice to recover lost HP. Hit Dice spent in this way do not benefit of the Constitution modifier.
EXAMPLES (STANDARD)
FIGHTER (1D10)
1st level Fighter with 10 (+0) Constitution = 1 Vulnus Points + 10 HP TOTAL = 11
1st level Fighter with 12 (+1) Constitution = 2 Vulnus Points + 10 HP TOTAL = 12
1st level Fighter with 14 (+2) Constitution = 3 Vulnus Points + 10 HP TOTAL = 13
1st level Fighter with 16 (+3) Constitution = 4 Vulnus Points + 10 HP TOTAL = 14
1st level Fighter with 18 (+4) Constitution = 5 Vulnus Points + 10 HP TOTAL = 15
_ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _
5th level Fighter with 10 (+0) Constitution = 5 Vulnus Points + 34 HP TOTAL = 39
5th level Fighter with 12 (+1) Constitution = 10 Vulnus Points + 34 HP TOTAL = 44
5th level Fighter with 14 (+2) Constitution = 15 Vulnus Points + 34 HP TOTAL = 49
5th level Fighter with 16 (+3) Constitution = 20 Vulnus Points + 34 HP TOTAL = 54
5th level Fighter with 18 (+4) Constitution = 25 Vulnus Points + 34 HP TOTAL = 59
_ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _
10th level Fighter with 10 (+0) Constitution = 10 Vulnus Points + 64 HP TOTAL = 74
10th level Fighter with 12 (+1) Constitution = 20 Vulnus Points + 64 HP TOTAL = 84
10th level Fighter with 14 (+2) Constitution = 30 Vulnus Points + 64 HP TOTAL = 94
10th level Fighter with 16 (+3) Constitution = 40 Vulnus Points + 64 HP TOTAL = 104
10th level Fighter with 18 (+4) Constitution = 50 Vulnus Points + 64 HP TOTAL = 114
10th level Fighter with 20 (+5) Constitution = 60 Vulnus Points + 64 HP TOTAL = 124
_ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _
20th level Fighter with 10 (+0) Constitution = 20 Vulnus Points + 124 HP TOTAL = 144
20th level Fighter with 12 (+1) Constitution = 40 Vulnus Points + 124 HP TOTAL = 164
20th level Fighter with 14 (+2) Constitution = 60 Vulnus Points + 124 HP TOTAL = 184
20th level Fighter with 16 (+3) Constitution = 80 Vulnus Points + 124 HP TOTAL = 204
20th level Fighter with 18 (+4) Constitution = 100 Vulnus Points + 124 HP TOTAL = 224
20th level Fighter with 20 (+5) Constitution = 120 Vulnus Points + 124 HP TOTAL = 244
RANGER (1D8)
1st level Ranger with 10 (+0) Constitution = 1 Vulnus Points + 8 HP TOTAL = 9
1st level Ranger with 12 (+1) Constitution = 2 Vulnus Points + 8 HP TOTAL = 10
1st level Ranger with 14 (+2) Constitution = 3 Vulnus Points + 8 HP TOTAL = 11
1st level Ranger with 16 (+3) Constitution = 4 Vulnus Points + 8 HP TOTAL = 12
1st level Ranger with 18 (+4) Constitution = 5 Vulnus Points + 8 HP TOTAL = 13
_ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _
5th level Ranger with 10 (+0) Constitution = 5 Vulnus Points + 28 HP TOTAL = 33
5th level Ranger with 12 (+1) Constitution = 10 Vulnus Points + 28 HP TOTAL = 38
5th level Ranger with 14 (+2) Constitution = 15 Vulnus Points + 28 HP TOTAL = 43
5th level Ranger with 16 (+3) Constitution = 20 Vulnus Points + 28 HP TOTAL = 48
5th level Ranger with 18 (+4) Constitution = 25 Vulnus Points + 28 HP TOTAL = 53
_ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _
10th level Ranger with 10 (+0) Constitution = 10 Vulnus Points + 53 HP TOTAL = 63
10th level Ranger with 12 (+1) Constitution = 20 Vulnus Points + 53 HP TOTAL = 73
10th level Ranger with 14 (+2) Constitution = 30 Vulnus Points + 53 HP TOTAL = 83
10th level Ranger with 16 (+3) Constitution = 40 Vulnus Points + 53 HP TOTAL = 93
10th level Ranger with 18 (+4) Constitution = 50 Vulnus Points + 53 HP TOTAL = 103
10th level Ranger with 20 (+5) Constitution = 60 Vulnus Points + 53 HP TOTAL = 113
_ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _
20th level Ranger with 10 (+0) Constitution = 20 Vulnus Points + 103 HP TOTAL = 123
20th level Ranger with 12 (+1) Constitution = 40 Vulnus Points + 103 HP TOTAL = 143
20th level Ranger with 14 (+2) Constitution = 60 Vulnus Points + 103 HP TOTAL = 163
20th level Ranger with 16 (+3) Constitution = 80 Vulnus Points + 103 HP TOTAL = 183
20th level Ranger with 18 (+4) Constitution = 100 Vulnus Points + 103 HP TOTAL = 203
20th level Ranger with 20 (+5) Constitution = 120 Vulnus Points + 103 HP TOTAL = 223
WIZARD (1D6)
1st level Wizard with 10 (+0) Constitution = 1 Vulnus Points + 6 HP TOTAL = 7
1st level Wizard with 12 (+1) Constitution = 2 Vulnus Points + 6 HP TOTAL = 8
1st level Wizard with 14 (+2) Constitution = 3 Vulnus Points + 6 HP TOTAL = 9
1st level Wizard with 16 (+3) Constitution = 4 Vulnus Points + 6 HP TOTAL = 10
1st level Wizard with 18 (+4) Constitution = 5 Vulnus Points + 6 HP TOTAL = 11
_ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _
5th level Wizard with 10 (+0) Constitution = 5 Vulnus Points + 22 HP TOTAL = 27
5th level Wizard with 12 (+1) Constitution = 10 Vulnus Points + 22 HP TOTAL = 32
5th level Wizard with 14 (+2) Constitution = 15 Vulnus Points + 22 HP TOTAL = 37
5th level Wizard with 16 (+3) Constitution = 20 Vulnus Points + 22 HP TOTAL = 42
5th level Wizard with 18 (+4) Constitution = 25 Vulnus Points + 22 HP TOTAL = 47
_ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _
10th level Wizard with 10 (+0) Constitution = 10 Vulnus Points + 42 HP TOTAL = 52
10th level Wizard with 12 (+1) Constitution = 20 Vulnus Points + 42 HP TOTAL = 62
10th level Wizard with 14 (+2) Constitution = 30 Vulnus Points + 42 HP TOTAL = 72
10th level Wizard with 16 (+3) Constitution = 40 Vulnus Points + 42 HP TOTAL = 82
10th level Wizard with 18 (+4) Constitution = 50 Vulnus Points + 42 HP TOTAL = 92
10th level Wizard with 20 (+5) Constitution = 60 Vulnus Points + 42 HP TOTAL = 102
_ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _
20th level Wizard with 10 (+0) Constitution = 20 Vulnus Points + 82 HP TOTAL = 82
20th level Wizard with 12 (+1) Constitution = 40 Vulnus Points + 72 HP TOTAL = 102
20th level Wizard with 14 (+2) Constitution = 60 Vulnus Points + 82 HP TOTAL = 122
20th level Wizard with 16 (+3) Constitution = 80 Vulnus Points + 92 HP TOTAL = 142
20th level Wizard with 18 (+4) Constitution = 100 Vulnus Points + 102 HP TOTAL = 162
20th level Wizard with 20 (+5) Constitution = 120 Vulnus Points + 112 HP TOTAL = 182
BARBARIAN (1D12)
1st level Barbarian with 10 (+0) Constitution = 1 Vulnus Points + 12 HP TOTAL = 13
1st level Barbarian with 12 (+1) Constitution = 2 Vulnus Points + 12 HP TOTAL = 14
1st level Barbarian with 14 (+2) Constitution = 3 Vulnus Points + 12 HP TOTAL = 15
1st level Barbarian with 16 (+3) Constitution = 4 Vulnus Points + 12 HP TOTAL = 16
1st level Barbarian with 18 (+4) Constitution = 5 Vulnus Points + 12 HP TOTAL = 17
_ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _
5th level Barbarian with 10 (+0) Constitution = 5 Vulnus Points + 40 HP TOTAL = 45
5th level Barbarian with 12 (+1) Constitution = 10 Vulnus Points + 40 HP TOTAL = 50
5th level Barbarian with 14 (+2) Constitution = 15 Vulnus Points + 40 HP TOTAL = 55
5th level Barbarian with 16 (+3) Constitution = 20 Vulnus Points + 40 HP TOTAL = 60
5th level Barbarian with 18 (+4) Constitution = 25 Vulnus Points + 40 HP TOTAL = 65
_ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _
10th level Barbarian with 10 (+0) Constitution = 10 Vulnus Points + 75 HP TOTAL = 85
10th level Barbarian with 12 (+1) Constitution = 20 Vulnus Points + 75 HP TOTAL = 95
10th level Barbarian with 14 (+2) Constitution = 30 Vulnus Points + 75 HP TOTAL =105
10th level Barbarian with 16 (+3) Constitution = 40 Vulnus Points + 75 HP TOTAL = 115
10th level Barbarian with 18 (+4) Constitution = 50 Vulnus Points + 75 HP TOTAL = 125
10th level Barbarian with 20 (+5) Constitution = 60 Vulnus Points + 75 HP TOTAL = 135
_ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _ __ _ _ _ _ _ _
20th level Barbarian with 10 (+0) Constitution = 20 Vulnus Points + 145 HP TOTAL = 165
20th level Barbarian with 12 (+1) Constitution = 40 Vulnus Points + 145 HP TOTAL = 185
20th level Barbarian with 14 (+2) Constitution = 60 Vulnus Points + 145 HP TOTAL = 205
20th level Barbarian with 16 (+3) Constitution = 80 Vulnus Points + 145 HP TOTAL = 225
20th level Barbarian with 18 (+4) Constitution = 100 Vulnus Points + 145 HP TOTAL = 245
20th level Barbarian with 20 (+5) Constitution = 120 Vulnus Points + 145 HP TOTAL = 265
 
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Morrus

Well, that was fun
Staff member
Or on the mobile apps, which also have dark backgrounds. You might want to edit your post to remove any specific colour styling.
 


I feel like you could cut down the complexity a bit and still accomplish your goal. Maybe something like this:


Simple Version
You get all the HP you normally would. When you're out of Hit Points (as in, ow, that made contact with me), further damage goes to Wound Points (as in, argh, I'm badly injured!). You no longer go to negative HP. Instead you have 10 WP.*

As usual, when you run out of HP, you're unconscious. If you get 6 hours to rest, all your HP comes back. If you rest for an hour, you can regain HP up to half your max.

When you're out of WP, you are mortally wounded and die in a couple rounds unless magically healed. WP heals at a rate of 1 per day, unless magic is used. For each 1 die of HP healing, the spell also restores 1 WP (so 1 for CLW, 4 for Cure Critical Wounds; Heal gets you to full). Inspirational healing cannot heal you above half your max HP, and never heals WP.

Critical hits deal full HP damage, plus 1 WP, so any time something crits, you at least make a solid contact. Most monsters would need to be tweaked so that any effect that requires impalement, swallowing, poison-injection, or the like only occurs on a crit or if the target is out of HP.

In the simple version, that's it.

*(NPCs and monsters that are published with fewer than 10 HP effectively have their HP converted to WP, and are just weenies that go down with a modest hit. Any Medium or smaller creature with at least 10 HP as published gets 10 WP, and has their remaining HP reduced by 10. Larger creatures get more WP - 20 for large, 30 for huge, 40 for gargantuan, 50 for colossal - which are likewise just split off from their normal HP total. This is mostly just for the sake of narrating combat, but it's handy to know for when NPCs or monsters get away and need to heal.)

Complicated Version
Whenever you take any WP damage, there's a chance for a lingering injury. They can persist even after you heal the WP damage that caused them. When you get hit, roll a Constitution save (DC 10?) to avoid the wound. Even if you lose a limb or something, the game should have magical prostheses and the like.

1 to 4 - Scar.
5 - Sprained limb (penalty to use), lost body part that doesn't actually impair adventuring (ear, nose, finger, nipple, scalp)
6 - Dislocated limb or broken jaw (unable to use), bleeding damage, blinded in one eye (for a few days)
7 - Broken limb (unable to use for weeks), fractured ribs, blinded in both eyes (for a few days). Reduces your max HP by 25%.
8 - Severed hand or foot, mangled jaw, lost eye.
9 - Severed limb, severed jaw, blinded. Reduces your max HP by 50%.
10 - Mortal wound. Instant death.

(Maybe increase the thresholds for larger creatures.)

Consequences
I feel this allows you to include 'wounds' as an element of the game and to more easily quantify what's a solid hit vs. a scrape vs. fatigue. But it does so without requiring any big changes to the game's balance, and with a relatively easy conversion -- everyone has 10 WP, because WP is meat, and tough dwarves with high Constitution don't have more meat than fat orcs with low Constitution.
 
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Morrus

Well, that was fun
Staff member
Fixed, thanks for letting me know! :)

Nope, it's still black on black! I still can't see it. Did you write it first in something else then paste it? Best thing to do is paste it into Notepad and then copy paste it from there. Notepad had no formatting or colour capabilities!
 

Bran Mak Morn

First Post
Regarding the length of the rules and the explanation, I tried to make a few examples to explain the reasoning behind it and what kind of number would come out, but if you narrow down how many rules changes it brings to actual gameplay, the result is HP and VP calculation (once per level) - Wounded and Bloodied conditions - how 2 different kind of healing works.

Thanks for taking the time reading this
:)
 

Nope, it's still black on black! I still can't see it. Did you write it first in something else then paste it? Best thing to do is paste it into Notepad and then copy paste it from there. Notepad had no formatting or colour capabilities!

What Russ said. Edit your post, and click on the A/A icon in the top left of the formatting toolbar. That will let you see how it's formatted. Go through and remove all the [color] tags.
 

Bran Mak Morn

First Post
Nope, it's still black on black! I still can't see it. Did you write it first in something else then paste it? Best thing to do is paste it into Notepad and then copy paste it from there. Notepad had no formatting or colour capabilities!

I tried to do so, is it working now?
 

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