I've played with D&D hit points, d20 Modern hit points and lower MDT, VP/WP (but only a bit), and the Damage Save mechanic.
My players are fine with D&D and d20 Modern hit points, although there are sometimes arguments over flavor. One guy hates the idea of flavoring low damage attacks as near misses, and would rather describe them as ugly hits that he just lives through. At one point (in a non-magical game), he decided that an attack that dropped him to 2 hit points broke his arm and caused internal bleeding (spitting blood from a whack to the arm and chest). I said, "Sure, it's one of those broken arms that will be completely healed if you get five days of bed-rest, or if you have a few hours of surgery. Unless you want to voluntarily take some kind of penalty for the next six weeks of game time." At that point, he admitted that my "Just grazes and scrapes until you're in the negative" idea had some merit.
I wanted to love VP/WP when I used them -- I used the Unearthed Arcana rules, and maybe those aren't the best model, because it just didn't do it for me. The artbitrariness of having crits go to wounds didn't make my players cautious -- it made them frustrated.
I'm a big fan of the damage save, and I'd love to see it elsewhere. The biggest problem with it for me is porting it into existing games. I did a whole bunch of conversion to get it working in a d20 Modern game, and my players promptly said that they'd rather just use hit points, because that's how it was in the book, and they knew the rules in the book already and didn't see the damage save as cool enough to merit learning new rules.
The customer is always right, I suppose.
Our current in-game system in the D&D-with-d20-Modern-classes game I'm playing is this: hit points are recovered at level/hour, like vitality points, unless you drop into the negatives. If you drop into the negatives, then even when you are helped back into the positives, you recover at level/day until you get back to full hit points (at which point you heal at level/hour again when you take future damage). So somebody who gets dropped is walking with a limp and moving a bit slower for the next few days, unless magical healing gets them back to pristine condition.
Anyone taken to -10 is in a coma, and can only be revived through Surgery (which few people in this D&D-esque world have) or magical healing (which even fewer people have), or by waiting a long time (ie, weeks) to heal again. Anyone taken to -20 is dead. This extra buffer space is there because Raise Dead is only available as an incantation, and it's not an easy incantation to get your hands on.
My players are fine with D&D and d20 Modern hit points, although there are sometimes arguments over flavor. One guy hates the idea of flavoring low damage attacks as near misses, and would rather describe them as ugly hits that he just lives through. At one point (in a non-magical game), he decided that an attack that dropped him to 2 hit points broke his arm and caused internal bleeding (spitting blood from a whack to the arm and chest). I said, "Sure, it's one of those broken arms that will be completely healed if you get five days of bed-rest, or if you have a few hours of surgery. Unless you want to voluntarily take some kind of penalty for the next six weeks of game time." At that point, he admitted that my "Just grazes and scrapes until you're in the negative" idea had some merit.
I wanted to love VP/WP when I used them -- I used the Unearthed Arcana rules, and maybe those aren't the best model, because it just didn't do it for me. The artbitrariness of having crits go to wounds didn't make my players cautious -- it made them frustrated.
I'm a big fan of the damage save, and I'd love to see it elsewhere. The biggest problem with it for me is porting it into existing games. I did a whole bunch of conversion to get it working in a d20 Modern game, and my players promptly said that they'd rather just use hit points, because that's how it was in the book, and they knew the rules in the book already and didn't see the damage save as cool enough to merit learning new rules.
The customer is always right, I suppose.
Our current in-game system in the D&D-with-d20-Modern-classes game I'm playing is this: hit points are recovered at level/hour, like vitality points, unless you drop into the negatives. If you drop into the negatives, then even when you are helped back into the positives, you recover at level/day until you get back to full hit points (at which point you heal at level/hour again when you take future damage). So somebody who gets dropped is walking with a limp and moving a bit slower for the next few days, unless magical healing gets them back to pristine condition.
Anyone taken to -10 is in a coma, and can only be revived through Surgery (which few people in this D&D-esque world have) or magical healing (which even fewer people have), or by waiting a long time (ie, weeks) to heal again. Anyone taken to -20 is dead. This extra buffer space is there because Raise Dead is only available as an incantation, and it's not an easy incantation to get your hands on.
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