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<blockquote data-quote="Lanefan" data-source="post: 8993774" data-attributes="member: 29398"><p>In general I like the principle behind the original Reddit post you quoted, however a <s>few</s> bunch of questions quickly leap to mind:</p><p></p><p>Does this system apply to NPC foes as well? If yes, good; but won't that be a real headache for the DM to track when there's lots of enemies? (I credit players with being able to track this for a single character)</p><p></p><p>Do WP scale with level or are they locked in at (using your example) 4 + 6 = 10 forever? If they scale then what's presented works fine, but if they're locked in, at higher levels one good hit from any enemy is going to go through all those 10 WP at once because higher-level enemies tend to pack bigger punches; and that's too rocket-tag even for me. What I'd propose instead is that each such hit does but 1 WP damage (in addition to normal damage, of course), and that a true nat-20 critical does 2 (maybe doubled to 2/4 if the attacker is two or more size categories bigger than the target).</p><p></p><p>There's no mention of how any of this interacts with the normal hit points a character already gets (let's call these Fatigue Points, or FP). Does a character fall unconscious if it gets to 0 FP but still has some WP left? If a normal (i.e. non-critical) hit runs you out of FP does the extra damage carry through into WP? If you get to 0 WP but still have lots of FP left, does that give you a chance to hang on a bit longer?</p><p></p><p>There's no mention made of how easy/hard WP are to cure, recover, or rest back. Does this work differently than recovering FP, and if so, how? Can you rest back FP while still being down some WP?</p><p></p><p>As for the bit I quoted above, I've never liked systems where criticals apply to some foes but not others, a la 3e. Everything - even a Gelatinous Cube or an undead or whatever - has a heart or a brain or a key structural spot that if you hit it will cause extra harm/damage to the creature, which is kind of what criticals represent.</p><p></p><p>I wouldn't bother applying any of this to saves.</p><p></p><p>Peril is more exciting if clever play can mitigate or avoid it, but I get your point here.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8993774, member: 29398"] In general I like the principle behind the original Reddit post you quoted, however a [S]few[/S] bunch of questions quickly leap to mind: Does this system apply to NPC foes as well? If yes, good; but won't that be a real headache for the DM to track when there's lots of enemies? (I credit players with being able to track this for a single character) Do WP scale with level or are they locked in at (using your example) 4 + 6 = 10 forever? If they scale then what's presented works fine, but if they're locked in, at higher levels one good hit from any enemy is going to go through all those 10 WP at once because higher-level enemies tend to pack bigger punches; and that's too rocket-tag even for me. What I'd propose instead is that each such hit does but 1 WP damage (in addition to normal damage, of course), and that a true nat-20 critical does 2 (maybe doubled to 2/4 if the attacker is two or more size categories bigger than the target). There's no mention of how any of this interacts with the normal hit points a character already gets (let's call these Fatigue Points, or FP). Does a character fall unconscious if it gets to 0 FP but still has some WP left? If a normal (i.e. non-critical) hit runs you out of FP does the extra damage carry through into WP? If you get to 0 WP but still have lots of FP left, does that give you a chance to hang on a bit longer? There's no mention made of how easy/hard WP are to cure, recover, or rest back. Does this work differently than recovering FP, and if so, how? Can you rest back FP while still being down some WP? As for the bit I quoted above, I've never liked systems where criticals apply to some foes but not others, a la 3e. Everything - even a Gelatinous Cube or an undead or whatever - has a heart or a brain or a key structural spot that if you hit it will cause extra harm/damage to the creature, which is kind of what criticals represent. I wouldn't bother applying any of this to saves. Peril is more exciting if clever play can mitigate or avoid it, but I get your point here. [/QUOTE]
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