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General Tabletop Discussion
*Pathfinder & Starfinder
Capping Spells at 3rd Level
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<blockquote data-quote="Scurvy_Platypus" data-source="post: 4153483" data-attributes="member: 43283"><p>Well, I'm glad that it's what you were looking for. Like I said, I'm a big fan of the rules. I've tended to run things this way in the past, but Ryan sat down and really thought about and codified it in a consistent fashion. It'll be interesting to see how such a thing might look under 4E, and I'm sure someone will sit down and start tinkering with such a thing soon enough.</p><p></p><p>About the only thing I can think of that might wind up being an issue is healing. You'll want to think about what the major source(s) are, and how much access the party is going to have to them.</p><p></p><p>One of the other guys in the group has run a Roman based game, and wanted to go with the low magic approach to things. Evocation spells were banned outright, and even clerical magic wasn't common.</p><p></p><p>In order to counterbalance this so that characters could still go out and get into all kinds of scraps, the group basically adopted the Vitality/Wound system. You can read about it here:</p><p><a href="http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm" target="_blank">http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm</a></p><p></p><p>Basically you wind up having 2 sets of hit points. Your regular hit points are "Vitality" and then your "Wound" points are equal to your Con.</p><p></p><p>Your Vitality (HP) increases every level just like normal, but your Wound points never do.</p><p></p><p>The way it helped for the game is that Vitality (or HP) recovers at the rate of points=to character level per hour. So a 3rd level character gets back 3 Vitality (or HP) points every hour.</p><p></p><p>Of course, once you get into Wound points damage, now you're talking some serious hurt here. Criticals go straight to Wound points (at least under the default system) so crits have some real bite to them.</p><p></p><p>That meant the GM was able to issue smackdown and hammer on the group, without having to worry overly much because of the lack of clerical magic. He had herbal potions that could be brewed and functioned like Cure Light Wounds potions.</p><p></p><p>That's all we had for healing.</p><p></p><p>If you're at all familiar with the Palladium games, the Vitality/Wound point system is similar to that. SDC being the "Vitality" and Hit Points being the "Wound" points.</p><p></p><p>Not everyone is a fan of the VP/WP system, and some folks feel it adds an extra level of things to track. I don't personally see it that way, but then again I've alway run games where 0 HP meant "you're messed up really bad" and it was only when a character went to their Con score in Negative points that they were dead and gone. So the VP/WP seems to me to be pretty much the same mechanic, just with a couple of extra bells.</p><p></p><p>Let us know how things turn out though. It's always fun to hear about folks going through old modules using the characters/rules of today.</p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 4153483, member: 43283"] Well, I'm glad that it's what you were looking for. Like I said, I'm a big fan of the rules. I've tended to run things this way in the past, but Ryan sat down and really thought about and codified it in a consistent fashion. It'll be interesting to see how such a thing might look under 4E, and I'm sure someone will sit down and start tinkering with such a thing soon enough. About the only thing I can think of that might wind up being an issue is healing. You'll want to think about what the major source(s) are, and how much access the party is going to have to them. One of the other guys in the group has run a Roman based game, and wanted to go with the low magic approach to things. Evocation spells were banned outright, and even clerical magic wasn't common. In order to counterbalance this so that characters could still go out and get into all kinds of scraps, the group basically adopted the Vitality/Wound system. You can read about it here: [url]http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm[/url] Basically you wind up having 2 sets of hit points. Your regular hit points are "Vitality" and then your "Wound" points are equal to your Con. Your Vitality (HP) increases every level just like normal, but your Wound points never do. The way it helped for the game is that Vitality (or HP) recovers at the rate of points=to character level per hour. So a 3rd level character gets back 3 Vitality (or HP) points every hour. Of course, once you get into Wound points damage, now you're talking some serious hurt here. Criticals go straight to Wound points (at least under the default system) so crits have some real bite to them. That meant the GM was able to issue smackdown and hammer on the group, without having to worry overly much because of the lack of clerical magic. He had herbal potions that could be brewed and functioned like Cure Light Wounds potions. That's all we had for healing. If you're at all familiar with the Palladium games, the Vitality/Wound point system is similar to that. SDC being the "Vitality" and Hit Points being the "Wound" points. Not everyone is a fan of the VP/WP system, and some folks feel it adds an extra level of things to track. I don't personally see it that way, but then again I've alway run games where 0 HP meant "you're messed up really bad" and it was only when a character went to their Con score in Negative points that they were dead and gone. So the VP/WP seems to me to be pretty much the same mechanic, just with a couple of extra bells. Let us know how things turn out though. It's always fun to hear about folks going through old modules using the characters/rules of today. [/QUOTE]
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Capping Spells at 3rd Level
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