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
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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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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