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Changing 3e to d20 rules! Am I doing this right?
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<blockquote data-quote="bardolph" data-source="post: 54177" data-attributes="member: 2304"><p><strong>Vitality/Wounds:</strong> This system allows Player Characters to take LOTS of punishment, especially considering how fast Vitality recovers.</p><p></p><p><em>Cure</em> spells need to be re-thought. In Star Wars, there aren't any cure spells, so the Vitality Point system is essential. Maybe introduce a new <em>Restore Vitality</em> line, which replaces the old <em>Cure</em> spells, and use the lower WP numbers for the <em>Cures.</em> Clerics can spontaneously <em>cure</em> wounds, but they cannot spontaneously <em>restore</em> Vitality.</p><p></p><p>I would call the "Quickness" feat "Extra Vitality" instead. Vitality doesn't necessarily equal quickness -- it encompasses several factors.</p><p></p><p><strong>Critical Hits:</strong> Two (different) suggestions:</p><p></p><p>#1: don't mess with criticals. They do LOTS of Vitality damage, and if they break through, they do Wounds.</p><p></p><p>#2: leave the same threat range/multipliers, and on a successful critical, apply 1/2 of the damage after DR directly to wounds.</p><p></p><p>-----</p><p></p><p>I disagree with having special "armor-piercing" rules for crossbow bolts and arrows. They are doing damage to Vitality, anyway. (and let's be honest, <em>most</em> weapons are "specially designed to pierce armor" anyway...)</p><p></p><p>DR should apply to Vitality hits as well as Wound hits. This simulates "glancing blows."</p><p></p><p>Defense seems okay, but playtest this one carefully. Fighters get a +1 BAB every level, while Rogues only get +1 Reflex every two levels. Classes with poor Reflex saves will get hit almost every time.</p><p></p><p>Defense/DR systems will require more die-rolling, and therefore combat will be a little slower.</p><p></p><p>Also, it will get VERY frustrating for people who use small, light weapons, as they will NEVER penetrate that stupid armor!</p></blockquote><p></p>
[QUOTE="bardolph, post: 54177, member: 2304"] [b]Vitality/Wounds:[/b] This system allows Player Characters to take LOTS of punishment, especially considering how fast Vitality recovers. [i]Cure[/i] spells need to be re-thought. In Star Wars, there aren't any cure spells, so the Vitality Point system is essential. Maybe introduce a new [i]Restore Vitality[/i] line, which replaces the old [i]Cure[/i] spells, and use the lower WP numbers for the [i]Cures.[/i] Clerics can spontaneously [i]cure[/i] wounds, but they cannot spontaneously [i]restore[/i] Vitality. I would call the "Quickness" feat "Extra Vitality" instead. Vitality doesn't necessarily equal quickness -- it encompasses several factors. [b]Critical Hits:[/b] Two (different) suggestions: #1: don't mess with criticals. They do LOTS of Vitality damage, and if they break through, they do Wounds. #2: leave the same threat range/multipliers, and on a successful critical, apply 1/2 of the damage after DR directly to wounds. ----- I disagree with having special "armor-piercing" rules for crossbow bolts and arrows. They are doing damage to Vitality, anyway. (and let's be honest, [i]most[/i] weapons are "specially designed to pierce armor" anyway...) DR should apply to Vitality hits as well as Wound hits. This simulates "glancing blows." Defense seems okay, but playtest this one carefully. Fighters get a +1 BAB every level, while Rogues only get +1 Reflex every two levels. Classes with poor Reflex saves will get hit almost every time. Defense/DR systems will require more die-rolling, and therefore combat will be a little slower. Also, it will get VERY frustrating for people who use small, light weapons, as they will NEVER penetrate that stupid armor! [/QUOTE]
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