mangamuscle
Explorer
Jack Daniel said:RE: Wounds & Vitality, [snip] Therefore, it would stand to reason that under a VP/WP system, such damage would not change to wound damage on a critical hit, and would instead remain vitality damage.
For spells, I just took an alternate route. At the moment, I'm ruling that when a spell or similar energy effect critically hits, some of the damage becomes wound damage -- an ammount that cannot exceed the spell's level (or, if the effect has no level, 1/2 the hit dice of the creature using the attack). So far this has worked out well, but if it proves to be on the weak side, I may just change the wound cap to caster level (or, if I like the UA rules, "magic rating").
IMHO a more standard solution would be that any critical damage hit changes one hit die of criticall hit damage to wound damage without modifiers. So, i.e. a 20th level rogue that scores a crtitical sneak atack with a heavy mace still does only 1d8 points of direct wound damage, the +10d6+Str bonus+magical bonus go to vitality damage. The same goes for a spells, i.e. a critical maximized burning hands spell would do 8 points of wound damage and 32 points of vitality damage (1/2 that amount with a successful save vs. reflex, no damage on a succesful magic resistance roll).
Under this system it would make sense to allow critical multiplers, so in the rogue example above he would do an extra 1d8 vitality damage (since the heavy mace threat range is x2), meanwhile a light pick would do 1d4 wound damage and 3d4 vitality damage (critical x4).
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