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Help me with this House Rule: Vitality Points & Staggered Condition [UPDATED]
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<blockquote data-quote="Lanefan" data-source="post: 8158202" data-attributes="member: 29398"><p>On reading the first post I admit to seeing some holes; but as the thread's gone along many of them have been filled in.</p><p></p><p>The one thing I'd say is that these points - Vitality, Wound, whatever other name they end up with - should NOT scale with level or change as your Con fluctuates. You get 'em at 1st level (by whatever means) and they're locked in at that number for life*. This way, the player only ever has to worry about setting the number once. Con goes up? Down? Who cares, your VP/WP/whatever amount doesn't change.</p><p></p><p>High level characters already have scads of hit points, they don't need any more. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As for the starting amount: I wouldn't want to base it strictly on the PC's Con score as that would suddenly make Con the most important stat in the game. I'd rather see it based on either an average of some stats (say, "Your VP is equal to the average of your Wis, Con and Cha scores, dropping any fractions") or on something like "Your VP is equal to your third-highest starting stat score, regardless of which stat that score is in".</p><p></p><p>That said, were it me I'd also want some sort of minor randomizer in there because I don't like static numbers. Maybe as simple as: "Once you have determined your initial VP amount, roll a d6 once: 1 = -2 VP, 2 = -1 VP, 3-4 = no change, 5 = +1 VP, 6 = +2 VP. This modified number becomes your VP score and in most circumstances this will remain constant through your character's life."</p><p></p><p>For ease of management, I wouldn't bother having the recovery limit be any different than the full amount.</p><p></p><p>* - although I could see a real good argument for permanently reducing this number by one each time you are revived from death.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8158202, member: 29398"] On reading the first post I admit to seeing some holes; but as the thread's gone along many of them have been filled in. The one thing I'd say is that these points - Vitality, Wound, whatever other name they end up with - should NOT scale with level or change as your Con fluctuates. You get 'em at 1st level (by whatever means) and they're locked in at that number for life*. This way, the player only ever has to worry about setting the number once. Con goes up? Down? Who cares, your VP/WP/whatever amount doesn't change. High level characters already have scads of hit points, they don't need any more. :) As for the starting amount: I wouldn't want to base it strictly on the PC's Con score as that would suddenly make Con the most important stat in the game. I'd rather see it based on either an average of some stats (say, "Your VP is equal to the average of your Wis, Con and Cha scores, dropping any fractions") or on something like "Your VP is equal to your third-highest starting stat score, regardless of which stat that score is in". That said, were it me I'd also want some sort of minor randomizer in there because I don't like static numbers. Maybe as simple as: "Once you have determined your initial VP amount, roll a d6 once: 1 = -2 VP, 2 = -1 VP, 3-4 = no change, 5 = +1 VP, 6 = +2 VP. This modified number becomes your VP score and in most circumstances this will remain constant through your character's life." For ease of management, I wouldn't bother having the recovery limit be any different than the full amount. * - although I could see a real good argument for permanently reducing this number by one each time you are revived from death. [/QUOTE]
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Help me with this House Rule: Vitality Points & Staggered Condition [UPDATED]
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