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More wiggle room in dying rules?
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<blockquote data-quote="Pierce" data-source="post: 1037697" data-attributes="member: 12161"><p><strong>VP/WP</strong></p><p></p><p>We've incorporated the Wound Point/Vitality Point system from SW into our setting. If you're unfamiliar:</p><p></p><p>Vitality Points are like HP in that you get more each level and there are no side-effects from losing them other than simply having fewer. </p><p></p><p>Wound Points are static - you have as many WP as your CON score. If you take Wound damage, you roll a Fort save based on how many you lost. Failure means your KO'd (but not bleeding out). Even if you succeed, however, you are at -2 to attack, damage, skills, etc. Gives the player a good reason to run once that happens. Once you're at -1 WP it works just like HP; get to -10 and you're DOA .</p><p></p><p><strong>Pros:</strong> </p><p>Gives 1st level chars a much better chance to make it to 2nd, since they'll start with their max hit die for VP + their CON score for WP. </p><p></p><p>Allows you to have mook fodder - no VP - only WP. Hit 'em once and they go down (assuming they fail the Fort save).</p><p></p><p>A little more realistic. If you only take VP damage, you're simply winded. If you take WP damage, you've got insides on the outside.</p><p></p><p><strong>Cons:</strong></p><p>Combat can get deadly quickly. The caveat to the system is that crits bypass VP and go straight to WP.</p><p></p><p>WPs are NOT easy to recover. Our campaign is very low magic, so when you take WP damage you're laid up for a few days at least, if you don't end up in the hospital. This hasn't affected our game too much yet (we've been fairly lucky).</p><p></p><p>You'll need to do some work on conversions - especially feats and talents from the Tough Hero.</p><p></p><p>----</p><p></p><p>We borrowed this idea from somewhere else - my GM is looking up the original link as I type this. Once he finds it, I'll post the link up here. I highly recommend this variant if you want a bit more realism, but not to the point of "you got shot? hope you have your backup ready"</p></blockquote><p></p>
[QUOTE="Pierce, post: 1037697, member: 12161"] [b]VP/WP[/b] We've incorporated the Wound Point/Vitality Point system from SW into our setting. If you're unfamiliar: Vitality Points are like HP in that you get more each level and there are no side-effects from losing them other than simply having fewer. Wound Points are static - you have as many WP as your CON score. If you take Wound damage, you roll a Fort save based on how many you lost. Failure means your KO'd (but not bleeding out). Even if you succeed, however, you are at -2 to attack, damage, skills, etc. Gives the player a good reason to run once that happens. Once you're at -1 WP it works just like HP; get to -10 and you're DOA . [B]Pros:[/B] Gives 1st level chars a much better chance to make it to 2nd, since they'll start with their max hit die for VP + their CON score for WP. Allows you to have mook fodder - no VP - only WP. Hit 'em once and they go down (assuming they fail the Fort save). A little more realistic. If you only take VP damage, you're simply winded. If you take WP damage, you've got insides on the outside. [B]Cons:[/B] Combat can get deadly quickly. The caveat to the system is that crits bypass VP and go straight to WP. WPs are NOT easy to recover. Our campaign is very low magic, so when you take WP damage you're laid up for a few days at least, if you don't end up in the hospital. This hasn't affected our game too much yet (we've been fairly lucky). You'll need to do some work on conversions - especially feats and talents from the Tough Hero. ---- We borrowed this idea from somewhere else - my GM is looking up the original link as I type this. Once he finds it, I'll post the link up here. I highly recommend this variant if you want a bit more realism, but not to the point of "you got shot? hope you have your backup ready" [/QUOTE]
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