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Help me with this House Rule: Vitality Points & Staggered Condition [UPDATED]
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<blockquote data-quote="BookTenTiger" data-source="post: 8157703" data-attributes="member: 6685541"><p>Thanks for the feedback everyone! I really appreciate you taking the time to read my ideas and write your thoughts.</p><p></p><p>Thinking about this idea further, I realize that I am essentially replacing Death Saving Throws with a countdown timer that gets closer to 0 and only resets once the adventure is over.</p><p></p><p>I still like the idea! I like the playstyle of characters getting to charge in and make mistakes at the start of an adventure, bit feel low on resources by the end.</p><p></p><p>I think this does make characters more difficult to kill, but it also makes me as a DM more comfortable targeting 0 HP characters in combat. It's just not fun (for me) when I have enemies target unconscious characters.</p><p></p><p>I agree that Vitality Points do not yet produce the effect I want... I think I will cut out the bonus from gaining a level, to simplify it. I want regaining VP to still be slow (I love it when lots of time progresses between adventures), but maybe 1/week is too slow. It also means that it takes longer for a big beefy barbarian to be back to "full health" than a wimpy 10 Con bard.</p><p></p><p>Some ideas for regaining VP could be...</p><ul> <li data-xf-list-type="ul">Con mod per week</li> <li data-xf-list-type="ul">Regain 1/2 VP per week</li> <li data-xf-list-type="ul">Regain VP = Proficiency Bonus or Level per week...</li> </ul><p></p><p>Let's see... If my goal is 1 - 4 weeks of downtime between adventures, and most characters have, say, 12 VP, then I would want them to recover 4 per week. Maybe that's it, just a flat 4?</p><p></p><p>As for VP for enemies, yeah I agree with just removing that. I threw it in there as a last-minute idea, and it doesn't really work.</p><p></p><p>Feel free to add more thoughts, I really enjoy what has been posted so far.</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8157703, member: 6685541"] Thanks for the feedback everyone! I really appreciate you taking the time to read my ideas and write your thoughts. Thinking about this idea further, I realize that I am essentially replacing Death Saving Throws with a countdown timer that gets closer to 0 and only resets once the adventure is over. I still like the idea! I like the playstyle of characters getting to charge in and make mistakes at the start of an adventure, bit feel low on resources by the end. I think this does make characters more difficult to kill, but it also makes me as a DM more comfortable targeting 0 HP characters in combat. It's just not fun (for me) when I have enemies target unconscious characters. I agree that Vitality Points do not yet produce the effect I want... I think I will cut out the bonus from gaining a level, to simplify it. I want regaining VP to still be slow (I love it when lots of time progresses between adventures), but maybe 1/week is too slow. It also means that it takes longer for a big beefy barbarian to be back to "full health" than a wimpy 10 Con bard. Some ideas for regaining VP could be... [LIST] [*]Con mod per week [*]Regain 1/2 VP per week [*]Regain VP = Proficiency Bonus or Level per week... [/LIST] Let's see... If my goal is 1 - 4 weeks of downtime between adventures, and most characters have, say, 12 VP, then I would want them to recover 4 per week. Maybe that's it, just a flat 4? As for VP for enemies, yeah I agree with just removing that. I threw it in there as a last-minute idea, and it doesn't really work. Feel free to add more thoughts, I really enjoy what has been posted so far. [/QUOTE]
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Help me with this House Rule: Vitality Points & Staggered Condition [UPDATED]
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