Variant Massive Damage Threshold / Wound Point System

Every once in a while, I come up with new ideas about hps, wounds and massive damage.
This is such a time... :)

I am not certain if this should not be in the D20 Modern/OGL Forum, since it is probably more useful for d20 Modern then D&D, but anyway, here it goes...

So read, enjoy/hate and comment on it.
(I just hope I can find this thread again when I return to my computer next Monday or Tuesday :) )
==================================================================

Variant Massive Damage Threshold / Wound System
===============================================

Wound Points:
-------------
Every character has a number of wound points equal to his constitution score. If the constitution score is raised or reduced, his wound points increase or decrease by the same amount.
Wounds reduce the characters wound point by one point per wound.


Wound Points reduced due to damage:
-----------------------------------
When a character has suffered wounds, reducing his wound points below 10, he suffers a injury penalty to all ability checks, skill checks, and attack rolls.
This penalty is equal to an ability score penalty for an ability score of the same value. (Wounds 8-9: -1; Wounds 6-7: -2; Wounds 4-5: -3; Wounds 2-3: -4; Wounds 1 or less: -5).
This penalty only applies if the character has actually suffered a wound, not if his wound points are at this value because of a low constitution score.

When a characters wound points are reduced to 0 or less, his hp drop to -1 hp, he falls immediatelly unconcious and and he does not recover any hp damage until his wound points are restored to at least 1.


Healing Wounds / Regaining Wound Points:
----------------------------------------
Wound Points heal at the same rate as ability damage. Any skill use, spell, or other special ability that restores ability damage (or drain) can also restor wound Points.
When a character has 0 or less wound points, he still regains wound points, even though his ability damage does not heal.

A character can use Treat Injury (or Heal, in D&D campaigns) to heal wound point damage. Succesful First Aid automatically heals 1 wound. (Note that this is possible only once per day).
Long Term Care improves the ability damage repair rate and thus the wound point repair rate.
A succesful Treat Injury (or Heal) check (DC 15+wounds suffered) as a fullround action can remove the injury penalty. This removal is only temporary - If the character suffers wound damage, this benefit is lost.

Optional: Whenver a character enjoys hp healing equal to his massive damage threshold or higher, he also heals 1 wound. (Instead of the massive damage threshold, you could also chose a static threshold, like 10, 15 or 20).


Suffering Wound Points:
-----------------------
- Whenever a character suffers damage equal to his massive damage threshold (*) or higher, he suffer 1 wound (regardless of his saving throw result).
- Whenever a character is subject to a coup de grace, he suffers a number of wounds equal to the weapons normal (non-critical) damage. (This is in addition the hp damage dealt by a coup de grace and the saving throw to avoid death)



*) Massive Damage Threshold:
-----------------------------
The standard D20 Modern Threshold value is equal to the characters constitution score. Since this rule does again rely on constitution to represent the effects of massive damage, you might consider implementing a threshold independent of constitution. A static DC of 11 (low-power) over 15 (standard cinematic) to 25 (high power ) for medium size characters might prove appropriate. For larger creatures, you might want to improve this value, probably by a value equal to their grapple check modifiers (+4 for large, +8 for huge, +12 for gargantuan, +16 for colossal)
Note that a standard D&D campaign offer a lot more oppertunities to improve the damage inflicted to characters, therefore massive damage thresholds should be considerably higher than in D20 Modern.

It might be interesting to employ multiple damage thresholds and multiple saving throw DCs to emphasize the effects of massive damage. Instead of always forcing a Fortitude save to avoid suffering to -1 hp, you could vary the effects more:
Example:
Light Wound Threshold: 10 (1 wound, no additional effects due to wound)
Moderate Wound Threshold: 15 (1 wound, Fortitude Saving Throw DC 15 or be dazed for 1 round)
Serious Wound Threshold: 20 (2 wound, Fortitude Saving Throw DC 15 or drop to -1 hp)
Deadly Wound Threshold : 25 (4 wounds, Fortitude Saving Throw DC 20 or drop to -1 hp)


------------------------------------------------------------------------------------
Further Variants:
Inflicting additional wounds / Called Shots:

You can attempt to inflict additional wounds by attempting to strike vital organs.
You must accept a penalty to your attack roll.
Apply the same number to your effective damage for determining wether you deal massive damage (but nor purposes of determing the actual hp loss due to the attack). If you beat the targets massive damage threshold with this modified damage, you cause one wound.


Specific Wounds:
Instead of going for a generic modifier to all checks, you could randomly determine what kind of wound a character suffered. Do apply such kind of penalties only when the characters wound points are reduced below 10.
Each penalty applies only as long as the wound causing it exists.
If a character wants to inflict a specific penalty, he can declare this and apply a penalty to his attack roll. The value of the penalty depends on the effect to be achieved.

Example for Wounds:
Roll 1d10 / Penalty required:

10/-4: Ability Score Damage:
Roll 1d10 again (1-2: Strength; 3-4: Dexterity; 5-6: Intelligence, 7-8: Wisdom, 9-10: Charisma).
This damage can either heal normally or by removed the respective wound. You cannot inflict constitution damage.
An attacker can chose a specific kind of ability damage if he has used the attack penalty to gain this type of wound.
(You might want to allow a character dealing sneak attack damage to give up sneak attack dice instead of taking a sneak attack penalty, at a rate of one sneak attack die : 1 point of penalty)

9/-4: Eye Wound:
-2 penalty to attacks, and a -2 penalty to Spot and Search checks. If a character suffers this penalty a second time, he instead becomes blinded.

8/-4: : Ear Wound:
Character suffers a -2 penalty to initiative checks, balance and listen checks.If a character suffers this penalty a scond time, he instead becomes deafened.

6-7/-2 (6/-4 Left Arm, 7/-4 Right Arm): Arm Wound:
-1 penalty to attacks, skill checks and ability checks involving that arm. If a character suffers this penalty a second time (to the same arm), he cannot use this arm any longer.

4-5/-2 (4/-4 Left Leg, 5/-4 Right Leg): Leg Wound:
-1 penalty to reflex save, defense/AC and reduce speed by 1/4 (by a minimum of 5 ft). If a character suffers 2 wounds to the same leg, he can no longer use the leg, forcing him prone.

1-3/-2: Chest Wound:
-1 injury penalty to concentration checks and attack rolls.
-------------------------------------------------------------------------------------
 
Last edited:

log in or register to remove this ad

I am not certain if this should not be in the D20 Modern/OGL Forum, since it is probably more useful for d20 Modern then D&D, but anyway, here it goes...

Good question. I use the OGL board a lot more than here but there definitely seems to be a fair amount of crossover. I'm not sure if the d20 Modern label is new but d20 Modern hardly ever gets discussed in there actually, LOL. There are definitely a lot of discussions of variant rulesets.

Wound Points:
-------------
Every character has a number of wound points equal to his constitution score. If the constitution score is raised or reduced, his wound points increase or decrease by the same amount.
Wounds reduce the characters wound point by one point per wound.

Well it sounds like you really want the VP/WP system (which I like). I suggest you check out Star Wars d20, for which the VP/WP system was originally designed. It became OGC in UA but I like the SW implementation better.

I'll also point you to my Grim Tales variant ruleset in my sig. I essentially added the VP/WP system to it as well as added my own wound level system to it.

Mechanics aside, one of the common mistakes I see made are that people get so wrapped up in the actual mechanics that they don't have a good grasp on what they are actually trying to accomplish with the system. You need to have a firm understanding of the style of play and feel you want the mechanics to capture. I've talked to Wulf (Ben, the Grim Tales guy) a lot on game design and he's given me some great advice on taking a step back and approaching your design from a style/setting/story standpoint rather than the mechanics themselves.

So putting the mechanics on hold for a second, can you desribe what you want the system to do without mentioning the mechanics at all? Give it a shot, it's not as easy as you might think but it will definitely help you define your goal.
 

GlassJaw said:
Good question. I use the OGL board a lot more than here but there definitely seems to be a fair amount of crossover. I'm not sure if the d20 Modern label is new but d20 Modern hardly ever gets discussed in there actually, LOL. There are definitely a lot of discussions of variant rulesets.



Well it sounds like you really want the VP/WP system (which I like). I suggest you check out Star Wars d20, for which the VP/WP system was originally designed. It became OGC in UA but I like the SW implementation better.

I'll also point you to my Grim Tales variant ruleset in my sig. I essentially added the VP/WP system to it as well as added my own wound level system to it.

Mechanics aside, one of the common mistakes I see made are that people get so wrapped up in the actual mechanics that they don't have a good grasp on what they are actually trying to accomplish with the system. You need to have a firm understanding of the style of play and feel you want the mechanics to capture. I've talked to Wulf (Ben, the Grim Tales guy) a lot on game design and he's given me some great advice on taking a step back and approaching your design from a style/setting/story standpoint rather than the mechanics themselves.

So putting the mechanics on hold for a second, can you desribe what you want the system to do without mentioning the mechanics at all? Give it a shot, it's not as easy as you might think but it will definitely help you define your goal.
I am familiar with the Wound Point / Vitality system, and I don´t like it. Initiatlly, it sounds like a nice idea, but I think it doesn´t do exactly what I want.

The Goal:
I want to achieve that damage can have consequences to a character, even before he is near death. Injuries should have an effect on the character (similar, though not that harsh, as in Shadowrun or other systems)
I still want the original hp mechanics to be a "heroic" buffer protecting characters from real harm - sheer (bad) luck should rarely kill a character (though temporarily disabling is okay).
 

I like the way this is similar to the Star Wars VP/WP, but instead of using the abstract "vitality points" that represent so called "near misses" and "glancing blows," you're using ordinary hp and also assigning wound damage to represent the fact that the character is sometimes being seriously hampered by that already physical damage.

Though I much prefer vitality points in most of my settings, one thing I do like is your implementation of massive damage threshold. I've been attempting to implement something similar in Pledge of Tyranny, since a lot of trap effects dealing only vitality damage just isn't evil enough for me. :] Think I'll use your idea as a springboard for my own adaptation. No PC will EVER want to deliberately jump a 200+ ft. cliff once I'm done... :] :]
 

genshou said:
No PC will EVER want to deliberately jump a 200+ ft. cliff once I'm done... :] :]
Using a Wound/Vitality system, there might be an alternatie solution for it:
1 d6 is vitality, anything beyond is wound point damage. A Tumble or Jump check can convert the damage from 1d6 to vitality (maybe 1d6 for every 10 points of check result).
But that´s probably a very specialised solution only usable for falling damage...
 

Mustrum_Ridcully said:
Using a Wound/Vitality system, there might be an alternatie solution for it:

1 d6 is vitality, anything beyond is wound point damage. A Tumble or Jump check can convert the damage from 1d6 to vitality (maybe 1d6 for every 10 points of check result).
But that´s probably a very specialised solution only usable for falling damage...
While they might be considered different categories within the game rules, falling damage, damage from falling objects, trap damage from crushing walls, and weapon impacts from both sharp and blunt objects are all simply forms of kinetic energy transferrence. So aside from the fact that weapon damage SHOULD be converted to vp based on the nature of the system, I can't find any reason why falling objects and crushing walls shouldn't also follow this rule. Of course, this makes a 16d6 crushing damage trap pretty much impossible for a character to survive, regardless of level.

I still like the solution I've come up with. Once I get it out of my head and onto the computer, I'll share it.
 

Pets & Sidekicks

Remove ads

Top