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*Pathfinder & Starfinder
My Vitality/Wound System - Feedback Wanted
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<blockquote data-quote="shadow" data-source="post: 5109630" data-attributes="member: 2182"><p>The homebrew d20 system that I'm designing is supposed to heroic and cinematic. The heroes will be able to take on large numbers of "mooks" and still be able to fight the big villain at the end of the day. Also I want to minimize "down time" spent on healing. Nothing breaks the flow of a game more than having to spend several days resting and healing to prepare for the next leg of the adventure. To that end, I'm using a vitality/wound point system. The rules work pretty much the same as optional vitality presented in the <a href="http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm" target="_blank">SRD</a> or the first two editions of WotC's Star Wars rpg.</p><p></p><p>The common complaint with the vitality/wound system as presented is that combat can turn pretty deadly with critical hits. My solution to this is twofold:</p><p>1. Characters now gain an extra wound point per level after 1st (plus the bonus to constitution if positive). Therefore a 3rd level fighter with 15 Constitution would have 21 wound points. (15 first level and +3 each additional level). This gives characters more wound points, but nowhere near the amount of vitality they gain.</p><p></p><p>2. Characters can spend <a href="http://www.d20srd.org/srd/variant/adventuring/actionPoints.htm" target="_blank">an action point</a> to convert a critical hit into a normal hit.</p><p></p><p>In addition, attacks that add bonus dice of damage (such as the rogue's sneak attack), only do an additional point of damage when applying to wound points. (Thus a +3d6 sneak attack does +3 damage when applied to wound points.)</p><p></p><p>Of course, the game I plan to run is to be low magic with little magical healing. Resurrection is out of the question (although I'm thinking of possibly implementing a "cheating death" mechanic to prevent players from losing a favorite character to a bad roll).</p><p></p><p>Given the above information, what do you think of the rules that I've come up with? Do they seem too powerful or do they still seem too deadly? I welcome your feedback.</p></blockquote><p></p>
[QUOTE="shadow, post: 5109630, member: 2182"] The homebrew d20 system that I'm designing is supposed to heroic and cinematic. The heroes will be able to take on large numbers of "mooks" and still be able to fight the big villain at the end of the day. Also I want to minimize "down time" spent on healing. Nothing breaks the flow of a game more than having to spend several days resting and healing to prepare for the next leg of the adventure. To that end, I'm using a vitality/wound point system. The rules work pretty much the same as optional vitality presented in the [URL="http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm"]SRD[/URL] or the first two editions of WotC's Star Wars rpg. The common complaint with the vitality/wound system as presented is that combat can turn pretty deadly with critical hits. My solution to this is twofold: 1. Characters now gain an extra wound point per level after 1st (plus the bonus to constitution if positive). Therefore a 3rd level fighter with 15 Constitution would have 21 wound points. (15 first level and +3 each additional level). This gives characters more wound points, but nowhere near the amount of vitality they gain. 2. Characters can spend [URL="http://www.d20srd.org/srd/variant/adventuring/actionPoints.htm"]an action point[/URL] to convert a critical hit into a normal hit. In addition, attacks that add bonus dice of damage (such as the rogue's sneak attack), only do an additional point of damage when applying to wound points. (Thus a +3d6 sneak attack does +3 damage when applied to wound points.) Of course, the game I plan to run is to be low magic with little magical healing. Resurrection is out of the question (although I'm thinking of possibly implementing a "cheating death" mechanic to prevent players from losing a favorite character to a bad roll). Given the above information, what do you think of the rules that I've come up with? Do they seem too powerful or do they still seem too deadly? I welcome your feedback. [/QUOTE]
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