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Doctors and WP/VP
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<blockquote data-quote="takyris" data-source="post: 1709692" data-attributes="member: 5171"><p>Actually, HP/Con worked fairly well for the kind of campaign I want -- or at least, has worked so far. It's swashbuckleresque, or at least Musketeer-ish, and I'm using slightly different poison rules that I concocted awhile back (more checks, lower amounts of damage, so most people will definitely be affected to some degree by a poison, but few people will just keel right over immediately).</p><p></p><p>I mentioned this in d20 Modern House Rules, but when people run out of hit points or get critted, the damage goes to Con, Strength, and Dex -- one half to Con, one quarter to Strength, and one quarter to Dex (rounded so that 7 points of damage would split with 4 to Con, 2 to Str, and 1 to Dex). Then, each time they're hit, they make a save of their choice (Fort, Ref, or Will), DC15. If they make it, they have no other problems. If they get 10-14, they're stunned for a brief time. And if they miss 10, they're unconscious (but in no serious danger of dying). This makes unconsciousness a lot easier, and would NOT work well in a grim campaign where people executed the wounded enemies. This is swashbuckling. People wake up tied to chairs.</p><p></p><p>My players actually liked the idea of starting out making Fort saves, and then, once Con had dropped too much, making Reflex saves, and finally, when Con and Dex were both getting low, making Will saves. The "It all comes down to Willpower in the end" aspect (or "The Bruce Willis in Die Hard Effect", as I like to call it) made for a fun time.</p><p></p><p>We'll see how it goes, but right now, getting critted provides people with enough of an ouch that they really don't like the idea of it -- while still letting them usually take out the opposition sans problem. In the Con-separate-from-WP system:</p><p></p><p>-People with lots of WP damage still make Fort saves just fine</p><p>-People with WP damage don't suffer any loss of VP for having fewer WP</p><p>-People with lots of WP damage can still make Concentration checks despite the pain of their injuries with no particular trouble</p><p></p><p>Those factors were pretty much why I lumped it in. Well, that and experiencing the irritation of how Unearthed Arcana's WP/VP system failed to work in my "let's test out these variant rules" game.</p><p></p><p>I don't see how lumping Con damage in there messes things up. I WANT a bloody and battered person to be easier to stun, knock out, or take out with poison, or debilitate with a disease. I mean, I don't plan on doing that every session, but it's nice to know. And, well, I'll see how the house rule of 0 Con being a "save to stabilize" state rather than a dying state, but it bodes well so far.</p></blockquote><p></p>
[QUOTE="takyris, post: 1709692, member: 5171"] Actually, HP/Con worked fairly well for the kind of campaign I want -- or at least, has worked so far. It's swashbuckleresque, or at least Musketeer-ish, and I'm using slightly different poison rules that I concocted awhile back (more checks, lower amounts of damage, so most people will definitely be affected to some degree by a poison, but few people will just keel right over immediately). I mentioned this in d20 Modern House Rules, but when people run out of hit points or get critted, the damage goes to Con, Strength, and Dex -- one half to Con, one quarter to Strength, and one quarter to Dex (rounded so that 7 points of damage would split with 4 to Con, 2 to Str, and 1 to Dex). Then, each time they're hit, they make a save of their choice (Fort, Ref, or Will), DC15. If they make it, they have no other problems. If they get 10-14, they're stunned for a brief time. And if they miss 10, they're unconscious (but in no serious danger of dying). This makes unconsciousness a lot easier, and would NOT work well in a grim campaign where people executed the wounded enemies. This is swashbuckling. People wake up tied to chairs. My players actually liked the idea of starting out making Fort saves, and then, once Con had dropped too much, making Reflex saves, and finally, when Con and Dex were both getting low, making Will saves. The "It all comes down to Willpower in the end" aspect (or "The Bruce Willis in Die Hard Effect", as I like to call it) made for a fun time. We'll see how it goes, but right now, getting critted provides people with enough of an ouch that they really don't like the idea of it -- while still letting them usually take out the opposition sans problem. In the Con-separate-from-WP system: -People with lots of WP damage still make Fort saves just fine -People with WP damage don't suffer any loss of VP for having fewer WP -People with lots of WP damage can still make Concentration checks despite the pain of their injuries with no particular trouble Those factors were pretty much why I lumped it in. Well, that and experiencing the irritation of how Unearthed Arcana's WP/VP system failed to work in my "let's test out these variant rules" game. I don't see how lumping Con damage in there messes things up. I WANT a bloody and battered person to be easier to stun, knock out, or take out with poison, or debilitate with a disease. I mean, I don't plan on doing that every session, but it's nice to know. And, well, I'll see how the house rule of 0 Con being a "save to stabilize" state rather than a dying state, but it bodes well so far. [/QUOTE]
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