Star Wars d20 wound system in D&D

sleezesteve

First Post
I was thinking of swapping out the hit point system of D&D with the wound and vitality point system in Star Wars d20. My game it's has reached the point where my players have no fear of most combats and I wanted to make them pause a second and think before they charge recklessly into every fight. Has anyone done this before and care to share the ups and downs of it?

How much more valuable does it make keen and foritifacion qualities?
 

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The full WP/VP system from Star Wars is deadly in D&D:

1) a character has about a 5% chance of begin killed every round by every monster at higher levels (natural 20 ... then the 1st attack of monsters usually hits anyway, and usually a monster does at least 20 damage, that is enough)

2) A fighter with keen rapier/improved critical and all those combos to get to crit about half of the time will kill almost everything in 2-3 hits (say Str 20, +3 weapon is about 11 WP damage every critical!)

And, there is an additional side effect:
at low levels, a Kobold and an Orc cannot be brough down by an average sword blow, but they will remain up and so they can attack more times:
consider an Orc vs a 1st level PC.
if the orc hits, it's 1d12+3 = about 9.5 damage. Two hits and you're dead. And he's also got a good chance hitting low armored foes (+2 vs an AC of 15 is about 40%).
But the orc is a simple CR 1/2 because it has only 4hp (less than a longsword blow with no str bonus). But if it had 14 WP/4VP it can be scary (three hits bring down an average Con fighter).

And so the results could probably be
- lots of armor/protective devices to prevent being hit
- lots of keen weapons, improved critical and high treat weapons (against a monster with Con 30 and 300hp only the critical hits are useful)
- more ranged combat / reach weapons: if the combat is deadlier, who strikes first has a better chance of winning

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Maybe you could try a softer version. on a critical hit apply the normal VP damage multiplied by the critical, and apply the critical multiplier as WP damage. so a weapon with Crit 19-20/x2 does 2 WP damage on a critical hit

And you might remove the "cannot run or charge" penalty for exhausted characters (to be a bit more heroic)

Also, remember to give a lot more WP to nasty beasts (multiplying by size)
 

Thanks for the input gpetruc. I'm going to try it tomorrow. I'm sure there will be lots of problems which I will try to fix as they come up and if it's too big of a hassle I'm throw the whole idea in the trash.

I really like the idea about the critical modifier being used for the WP. This may be what I end up going with.
 


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