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Homebrew System - Vitality/Wound Point Questions
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<blockquote data-quote="shadow" data-source="post: 4658977" data-attributes="member: 2182"><p>I have been working on a homebrew d20 system for awhile. I've been looking to run a cinematic high fantasy/low magic campaign. The standard hit point rules seem to assume that healing magic is fairly common, since without it parties will have to take days of rest after every single fight. However, since my homebrew world is low magic, I have been looking at a way to keep a cinematic feel without handing out vasts amounts of healing potions. I recently stumbled upon the Vitality/Wound system used in the previous editions of the Star Wars system. The solution seems simple enough...damage is actually taken as Vitality (representing ability to avoid serious phyiscal damage). When Vitality is depleted, players start actually taking wounds (equal to the character's CON score).</p><p></p><p>Has anyone used a Vitality/Wound system for any games such as Star Wars? How did it work? Are there any problems that tend to come up in such systems? (Was there a reason why SW Saga switched to straight up Hit Points?)</p><p></p><p>Also, how would you handle situations such as being shot at point blank range or stabbed in the back with a vitality/wound system. What situations should the DM rule that damage goes straight to wound damage? (I'm thinking of the oft encounted situation with the PCs being held at crossbow point.)</p><p></p><p>Finally, how would you work feats that rely on bleeding damage (such as Arterial Strike from the Complete Warrior). The description of the feats definately sounds like they are doing physical damage; yet having such feats do wound damage would make them overpowered.</p><p></p><p>Yor thoughts?</p></blockquote><p></p>
[QUOTE="shadow, post: 4658977, member: 2182"] I have been working on a homebrew d20 system for awhile. I've been looking to run a cinematic high fantasy/low magic campaign. The standard hit point rules seem to assume that healing magic is fairly common, since without it parties will have to take days of rest after every single fight. However, since my homebrew world is low magic, I have been looking at a way to keep a cinematic feel without handing out vasts amounts of healing potions. I recently stumbled upon the Vitality/Wound system used in the previous editions of the Star Wars system. The solution seems simple enough...damage is actually taken as Vitality (representing ability to avoid serious phyiscal damage). When Vitality is depleted, players start actually taking wounds (equal to the character's CON score). Has anyone used a Vitality/Wound system for any games such as Star Wars? How did it work? Are there any problems that tend to come up in such systems? (Was there a reason why SW Saga switched to straight up Hit Points?) Also, how would you handle situations such as being shot at point blank range or stabbed in the back with a vitality/wound system. What situations should the DM rule that damage goes straight to wound damage? (I'm thinking of the oft encounted situation with the PCs being held at crossbow point.) Finally, how would you work feats that rely on bleeding damage (such as Arterial Strike from the Complete Warrior). The description of the feats definately sounds like they are doing physical damage; yet having such feats do wound damage would make them overpowered. Yor thoughts? [/QUOTE]
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Homebrew System - Vitality/Wound Point Questions
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