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Second Wind: Yes or No?
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<blockquote data-quote="sheadunne" data-source="post: 6095046" data-attributes="member: 27570"><p>I played around with a system for 3.5 that simply takes the "negative" HP that the last few editions have and made them conditions instead of unconsciousness. </p><p></p><p>So a character might have 35 HP and 15 Vitality (what used to be the negative range before death, I used Con Score + level). A character would take HP damage before Vitality. When you took any Vitality damage you received two conditions, the first giving you a -2 to all D20 rolls (shaken) and the second (staggered) gave you only one action a round. If you took the "endurance" feat you removed the shaken condition and if you took the "die hard" feat you removed the staggered condition, endurance was no longer a prereq for die hard. Some spells targeted Vitality directly, those that used to be save or die. So a save or die spell might do 3d6 vitality damage on a failed save or 6d6 HP damage on a successful save. Some undead target Vitality directly. I haven't playtested it enough to see if it works well and I certainly don't advocate for using it. But it was fun to think about. The most important thing being, simple and similar enough to what currently exists. The system only renames negative HP (which already exist) and then applies two conditions instead of unconsciousness. When you run out of vitality you're dead dead. </p><p></p><p>Healing spells (like cure light) had a choice to heal 1d4 vitality or 1d8+level HP, If you had vitality damage that had to be healed first and any extra was applied to HP (example being if you had 2 points of vitality damage and 30 points of HP damage, you had to use the 1d4 vitality cure effect and if you healed 4 vitality, you would be at full vitality and 2 HP). Rest recovered 1 vitality point a day. At least that was my initial thinking. I never really crunched the numbers so I have no idea how it would play out over time. I think I started it because I was tired of players falling unconscious during combat and wanted to give them an option to still be in the fight, although weakened.</p></blockquote><p></p>
[QUOTE="sheadunne, post: 6095046, member: 27570"] I played around with a system for 3.5 that simply takes the "negative" HP that the last few editions have and made them conditions instead of unconsciousness. So a character might have 35 HP and 15 Vitality (what used to be the negative range before death, I used Con Score + level). A character would take HP damage before Vitality. When you took any Vitality damage you received two conditions, the first giving you a -2 to all D20 rolls (shaken) and the second (staggered) gave you only one action a round. If you took the "endurance" feat you removed the shaken condition and if you took the "die hard" feat you removed the staggered condition, endurance was no longer a prereq for die hard. Some spells targeted Vitality directly, those that used to be save or die. So a save or die spell might do 3d6 vitality damage on a failed save or 6d6 HP damage on a successful save. Some undead target Vitality directly. I haven't playtested it enough to see if it works well and I certainly don't advocate for using it. But it was fun to think about. The most important thing being, simple and similar enough to what currently exists. The system only renames negative HP (which already exist) and then applies two conditions instead of unconsciousness. When you run out of vitality you're dead dead. Healing spells (like cure light) had a choice to heal 1d4 vitality or 1d8+level HP, If you had vitality damage that had to be healed first and any extra was applied to HP (example being if you had 2 points of vitality damage and 30 points of HP damage, you had to use the 1d4 vitality cure effect and if you healed 4 vitality, you would be at full vitality and 2 HP). Rest recovered 1 vitality point a day. At least that was my initial thinking. I never really crunched the numbers so I have no idea how it would play out over time. I think I started it because I was tired of players falling unconscious during combat and wanted to give them an option to still be in the fight, although weakened. [/QUOTE]
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