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Help me with some rule variants
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<blockquote data-quote="DanMcS" data-source="post: 1175727" data-attributes="member: 6530"><p>The first one sounds like the vitality/wound point system. You have hit points that represent dodging and being battered around a bit. Those increase by level. When you run out of those, you take wound points, which are constant, equal to your Con. When you run out of those, ie 0 or fewer wound points, you're dying, as normal pretty much, down to -10.</p><p></p><p>Critical hits can either apply regular damage, but straight to wound (bypassing hit points), or be more complicated. Say a weapon is 20/x2, there's normally one bonus die on a critical hit. Instead, you could apply regular damage to wound, and the bonus die goes to hps. If it was a x3 crit, regular damage to wound, x2 damage to hps.</p><p></p><p>Hit points recover fast, like level per hour or level*Con bonus per hour. Wound points recover a lot slower, I'm not certain of the rate. This is just as I understand the system, anyway, I've never played a game with HP/WP.</p><p></p><p>You can then combine this with your deadly weapons goal, maybe by giving weapons a larger threat range, making severe bodily harm more likely with a weapon. Fists don't get that, so are still 20/x2- they can't be taken away, but they're not as good as that dagger.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 1175727, member: 6530"] The first one sounds like the vitality/wound point system. You have hit points that represent dodging and being battered around a bit. Those increase by level. When you run out of those, you take wound points, which are constant, equal to your Con. When you run out of those, ie 0 or fewer wound points, you're dying, as normal pretty much, down to -10. Critical hits can either apply regular damage, but straight to wound (bypassing hit points), or be more complicated. Say a weapon is 20/x2, there's normally one bonus die on a critical hit. Instead, you could apply regular damage to wound, and the bonus die goes to hps. If it was a x3 crit, regular damage to wound, x2 damage to hps. Hit points recover fast, like level per hour or level*Con bonus per hour. Wound points recover a lot slower, I'm not certain of the rate. This is just as I understand the system, anyway, I've never played a game with HP/WP. You can then combine this with your deadly weapons goal, maybe by giving weapons a larger threat range, making severe bodily harm more likely with a weapon. Fists don't get that, so are still 20/x2- they can't be taken away, but they're not as good as that dagger. [/QUOTE]
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