Beholder Bob
First Post
I've looked at the suggested systems (see post 7), and am interested in your experience. My system does give more wound points, but they are inflicted more often in my game (damage die value of 4+), though armor provides DR to absorb this extra damage (if medium+ armor). Also, damage itself will drop down, as the steady dx+12 damage becomes dx+2d6 (losing, on average, 5 points of damage).
So, when you used the wound/vitality system, did combat seem more lethal, less, or no different? Did it involve any change in tactics on the player’s part? And did the change in critical hits for weapons result in much of a difference in weapon selection?
Also - did you incorporate the Armor as DR too? My variant does not reduce the AC from armor (to do so would increase the occurrence of HTK damage).
Some thoughts I've been having -
I could increase the required d6 roll to 5 or higher to qualify as inflicting HTK dmg, but this would make it pretty uncommon. I think decreasing it would be too lethal.
I'm currently playing in a game, but I will take over DMing for the group in a couple of weeks - so I'll finally get a chance to test it then.
Beholder B
b
So, when you used the wound/vitality system, did combat seem more lethal, less, or no different? Did it involve any change in tactics on the player’s part? And did the change in critical hits for weapons result in much of a difference in weapon selection?
Also - did you incorporate the Armor as DR too? My variant does not reduce the AC from armor (to do so would increase the occurrence of HTK damage).
Some thoughts I've been having -
I could increase the required d6 roll to 5 or higher to qualify as inflicting HTK dmg, but this would make it pretty uncommon. I think decreasing it would be too lethal.
I'm currently playing in a game, but I will take over DMing for the group in a couple of weeks - so I'll finally get a chance to test it then.
Beholder B
