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Variant Wound/Vitality System
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<blockquote data-quote="Aethelstan" data-source="post: 2211579" data-attributes="member: 14304"><p>I'm planning to use this new system in my campaign, I would be interested in some feedback, thanks</p><p></p><p>Variant Hit Point System</p><p></p><p>All characters with class levels have both Wound Points (WP) and Vitality Points (VP):</p><p></p><p>Wound Points: These points represent a character’s ability to withstand direct physical damage to the body. Characters with no class levels have only WP. Any damage taken to WP results in injury to flesh and bone and has debilitating effects (detailed later).</p><p></p><p>Vitality Points: These points represent a characters ability to use fighting skills and experience to avoid receiving physical damage to the body. However, the effort exerted to avoid injury and deflect blows results in fatigue and minor cuts and bruises i.e. the reduction of VP. Only characters with class levels gain VP. </p><p></p><p>Hit Points: The combined total of WP and VP.</p><p></p><p>Calculating WP and VP:</p><p></p><p>A character’s WP is equal to ½ Con (round up) + WP class bonus.</p><p></p><p>WP Class Bonuses:</p><p></p><p>Soldier: +2 at 1st level + 1 every two levels</p><p> after 1st level.</p><p></p><p>Expert: +1 at 1st level + 1 every three levels</p><p> after 1st level. </p><p></p><p>Magician,</p><p>Physician: +0 at 1st level + 1 every four</p><p> levels after 1st level.</p><p></p><p>A character’s VP are determined by the following method:</p><p></p><p>1st level: VP equal to class Hit Die + Con modifier.</p><p></p><p>2nd level and on: ½ class Hit Die + halved class Hit Die rolled (d8 = 1d4, d6 = 1d3,</p><p> etc) + Con modifier. Aka: the “get half, roll half” rule.</p><p></p><p>Thus a 1st level fighter (HD d10) with Con 14 (+2) would gain 12 VP at 1st level (10 + 2 = 12). At 2nd level, the fighter would gain ½ Class Hit Die (5) + the result of the halved Hit Die roll (say 3) + Con mod. (+2). Total VP: 12 (1st lvl VP) + 5 + 3 + 2 (2nd lvl VP) = 22. This fighter’s total HP would be 31: 9 WP (½ Con + class WP bonus: 7 +2 = 9) + 22 VP = 31 HP.</p><p></p><p>Effects of Losing WP and VP:</p><p></p><p>A character does not take any damage to WP until all VP are lost, with certain exceptions (noted below).</p><p></p><p>Stunning Blow Threshold (SBT): SBT = current WP + 1 per level. If a character takes damage in a single hit equal or greater than his SBT, he must make a Fortitude save (DC 10 + 2 per point of VP damage over SBT) or be stunned for 1 round. If the save is failed by 5 to 9 points, the character is stunned for 1d2+1 rounds. If the character fails this save by 10 or more points, or rolls a natural 1, the character is knocked unconscious for 2d4 rounds.</p><p></p><p>WP Damage:</p><p></p><p>A character who takes any damage to WP is considered Hurt. </p><p></p><p>Each time a character takes damage to WP, he must make a Fortitude save (DC 10 + 2 per point of WP damage). The WP damage added to the save DC is cumulative. Thus if a character loses two points of WP on one round the DC would be 14, if he loses 5 more WP on a later round the DC would increase to 24.</p><p></p><p>If the save is failed, the character becomes Wounded.</p><p></p><p>If the save is failed by 5 to 9 points, the character becomes Maimed.</p><p></p><p>If the save is failed by 10 or more points, or a natural 1 is rolled, the character becomes Incapacitated.</p><p></p><p>Conditions:</p><p></p><p>Hurt: -1 penalty to armor class, attack and damage rolls, saving throws, ability and skill checks.</p><p></p><p>Wounded: All penalties of Hurt plus an additional -1 penalty to aforementioned</p><p>stats (-2 total) and the character is stunned for 1d2 rounds.</p><p></p><p>Maimed: All penalties of Wounded plus an additional -1 penalty to aforementioned stats (-3 total) plus character can take only a single move action or standard action per turn and begins losing one WP per round. </p><p></p><p>Incapacitated: All penalties of Maimed plus an additional -1 penalty to aforementioned</p><p>stats (-4 total) and the character is knocked unconscious for 2d4 rounds (unconscious supercedes stunned).</p><p></p><p> All penalties resulting from damage to WP remain until all WP are restored or until removed by use of the Surgery skill.</p><p> Damage to WP limits the full recovery of VP. A character who loses ½ or less of their WP may only recover ½ of their total VP. If the loss if more that ½ , the character may only recover ¼ of their total VP. Thus if a character with 8 WP and 20 VP suffered 5 points of damage to WP (more than half), a maximum of 5 VP (¼ total) could be recovered. </p><p></p><p>Recovery of WP and VP</p><p></p><p>Through natural healing, characters recover ¼ of total WP per week + Con modifier + class WP bonuses (round up). Example: a 3rd level Soldier with a Con of 14 (+2) and 10 WP would recover 8 WP per week (2.5 for ¼ WP + 2 for Con + 3 for class WP bonuses at 1st and 3rd level = 7.5, rounded by to 8). For natural healing to occur, a character must remain at complete rest in a marginally comfortable area and must receive successful First Aid each day. If these conditions are not meet, the character’s WP heal rate is reduced by ½. </p><p></p><p>Through natural healing, characters recover VP at the following rate per hour: current WP ÷ 2 + class level (round up total). Example: a 6th level fighter with 10 WP would recover 11 VP per hour (½ WP + level, 5 + 6 = 11). For natural healing to occur at this rate, a character must avoid all strenuous activity and must have a marginally comfortable area in which to rest. If these conditions are not meet, the character’s VP recovery rate is reduced by ½. Rest periods can be divided into one-half hour increments (round recovery rate up). If a character’s rest is interrupted at any point within a one-half hour rest increment, no VP are recovered. The successful administration of First Aid (DC 15) will double the VP recovery rate. </p><p></p><p>Death and Permanent Injury:</p><p></p><p>If a character’s WP falls to 0 or lower, he becomes unconscious and is considered dying. Dying characters lose WP at a rate of one per round.</p><p></p><p>Dying, Maimed or Incapacitated characters may slow or stop WP loss by making a Fortitude save on the round in which they being losing WP:</p><p></p><p>DC 12: WP loss slows to 1 point every 2</p><p> rounds</p><p> DC 15: WP loss slows to 1 point every 4</p><p> rounds.</p><p> DC 20: WP loss stops.</p><p></p><p>Maimed or Incapacitated characters must lie down and cease all activity in order to attempt this Fort save.</p><p></p><p>A character who reaches a negative WP level of more than one-half his Con score (round up) must make a Fortitude save (DC 10 + 2 for every point of damage to WP below ½ negative total) to avoid receiving permanent damage to an ability score. If the character fails the save, he permanently losses one point from a randomly determined ability score (1d6, abilities in standard order). If a natural 1 is rolled two ability points are lost.</p><p></p><p>A character can drop a negative WP equal to his Con score before becoming dead.</p><p>(i.e. a character with Con 14 would be dying at -14 WP but dead at -15 WP).</p><p></p><p>If a character is helpless (see DMG p. 84), all damage is applied directly to WP and all VP are immediately lost.</p></blockquote><p></p>
[QUOTE="Aethelstan, post: 2211579, member: 14304"] I'm planning to use this new system in my campaign, I would be interested in some feedback, thanks Variant Hit Point System All characters with class levels have both Wound Points (WP) and Vitality Points (VP): Wound Points: These points represent a character’s ability to withstand direct physical damage to the body. Characters with no class levels have only WP. Any damage taken to WP results in injury to flesh and bone and has debilitating effects (detailed later). Vitality Points: These points represent a characters ability to use fighting skills and experience to avoid receiving physical damage to the body. However, the effort exerted to avoid injury and deflect blows results in fatigue and minor cuts and bruises i.e. the reduction of VP. Only characters with class levels gain VP. Hit Points: The combined total of WP and VP. Calculating WP and VP: A character’s WP is equal to ½ Con (round up) + WP class bonus. WP Class Bonuses: Soldier: +2 at 1st level + 1 every two levels after 1st level. Expert: +1 at 1st level + 1 every three levels after 1st level. Magician, Physician: +0 at 1st level + 1 every four levels after 1st level. A character’s VP are determined by the following method: 1st level: VP equal to class Hit Die + Con modifier. 2nd level and on: ½ class Hit Die + halved class Hit Die rolled (d8 = 1d4, d6 = 1d3, etc) + Con modifier. Aka: the “get half, roll half” rule. Thus a 1st level fighter (HD d10) with Con 14 (+2) would gain 12 VP at 1st level (10 + 2 = 12). At 2nd level, the fighter would gain ½ Class Hit Die (5) + the result of the halved Hit Die roll (say 3) + Con mod. (+2). Total VP: 12 (1st lvl VP) + 5 + 3 + 2 (2nd lvl VP) = 22. This fighter’s total HP would be 31: 9 WP (½ Con + class WP bonus: 7 +2 = 9) + 22 VP = 31 HP. Effects of Losing WP and VP: A character does not take any damage to WP until all VP are lost, with certain exceptions (noted below). Stunning Blow Threshold (SBT): SBT = current WP + 1 per level. If a character takes damage in a single hit equal or greater than his SBT, he must make a Fortitude save (DC 10 + 2 per point of VP damage over SBT) or be stunned for 1 round. If the save is failed by 5 to 9 points, the character is stunned for 1d2+1 rounds. If the character fails this save by 10 or more points, or rolls a natural 1, the character is knocked unconscious for 2d4 rounds. WP Damage: A character who takes any damage to WP is considered Hurt. Each time a character takes damage to WP, he must make a Fortitude save (DC 10 + 2 per point of WP damage). The WP damage added to the save DC is cumulative. Thus if a character loses two points of WP on one round the DC would be 14, if he loses 5 more WP on a later round the DC would increase to 24. If the save is failed, the character becomes Wounded. If the save is failed by 5 to 9 points, the character becomes Maimed. If the save is failed by 10 or more points, or a natural 1 is rolled, the character becomes Incapacitated. Conditions: Hurt: -1 penalty to armor class, attack and damage rolls, saving throws, ability and skill checks. Wounded: All penalties of Hurt plus an additional -1 penalty to aforementioned stats (-2 total) and the character is stunned for 1d2 rounds. Maimed: All penalties of Wounded plus an additional -1 penalty to aforementioned stats (-3 total) plus character can take only a single move action or standard action per turn and begins losing one WP per round. Incapacitated: All penalties of Maimed plus an additional -1 penalty to aforementioned stats (-4 total) and the character is knocked unconscious for 2d4 rounds (unconscious supercedes stunned). All penalties resulting from damage to WP remain until all WP are restored or until removed by use of the Surgery skill. Damage to WP limits the full recovery of VP. A character who loses ½ or less of their WP may only recover ½ of their total VP. If the loss if more that ½ , the character may only recover ¼ of their total VP. Thus if a character with 8 WP and 20 VP suffered 5 points of damage to WP (more than half), a maximum of 5 VP (¼ total) could be recovered. Recovery of WP and VP Through natural healing, characters recover ¼ of total WP per week + Con modifier + class WP bonuses (round up). Example: a 3rd level Soldier with a Con of 14 (+2) and 10 WP would recover 8 WP per week (2.5 for ¼ WP + 2 for Con + 3 for class WP bonuses at 1st and 3rd level = 7.5, rounded by to 8). For natural healing to occur, a character must remain at complete rest in a marginally comfortable area and must receive successful First Aid each day. If these conditions are not meet, the character’s WP heal rate is reduced by ½. Through natural healing, characters recover VP at the following rate per hour: current WP ÷ 2 + class level (round up total). Example: a 6th level fighter with 10 WP would recover 11 VP per hour (½ WP + level, 5 + 6 = 11). For natural healing to occur at this rate, a character must avoid all strenuous activity and must have a marginally comfortable area in which to rest. If these conditions are not meet, the character’s VP recovery rate is reduced by ½. Rest periods can be divided into one-half hour increments (round recovery rate up). If a character’s rest is interrupted at any point within a one-half hour rest increment, no VP are recovered. The successful administration of First Aid (DC 15) will double the VP recovery rate. Death and Permanent Injury: If a character’s WP falls to 0 or lower, he becomes unconscious and is considered dying. Dying characters lose WP at a rate of one per round. Dying, Maimed or Incapacitated characters may slow or stop WP loss by making a Fortitude save on the round in which they being losing WP: DC 12: WP loss slows to 1 point every 2 rounds DC 15: WP loss slows to 1 point every 4 rounds. DC 20: WP loss stops. Maimed or Incapacitated characters must lie down and cease all activity in order to attempt this Fort save. A character who reaches a negative WP level of more than one-half his Con score (round up) must make a Fortitude save (DC 10 + 2 for every point of damage to WP below ½ negative total) to avoid receiving permanent damage to an ability score. If the character fails the save, he permanently losses one point from a randomly determined ability score (1d6, abilities in standard order). If a natural 1 is rolled two ability points are lost. A character can drop a negative WP equal to his Con score before becoming dead. (i.e. a character with Con 14 would be dying at -14 WP but dead at -15 WP). If a character is helpless (see DMG p. 84), all damage is applied directly to WP and all VP are immediately lost. [/QUOTE]
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