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*Pathfinder & Starfinder
Variant Wound/Vitality System
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<blockquote data-quote="Aethelstan" data-source="post: 2211706" data-attributes="member: 14304"><p>Thanks for the feedback. This system is intended for a "quasi-Victorian adventures explore a dangerous lost continent" campaign. I've made up a Phyisician class that do limited healing but their is no magic healing to speak of. I created this system to retain the high action aspect of hit points mixed with a gritty wound system that makes major injuries tough to bounce back from. This system, combined with the absence of magic healing, seeks to fix one of my major problems with standard d20. Magical healing allows PCs to instantly pop back from near death in a wholly unbelievable manner (often several times in one battle). Getting knocked negative should be scary but its not as long as there is a potion or cleric near by. Also, from mid-level on, magical healing requires the DM to inflict massive amounts of damage on the party just to make things challenging. Many encounters are staged largely to drain away the party’s healing resources. With my hit point system, getting badly wounded will have serious consequences: debilitating injuries and healing times measured in days not hours. I’m hoping this level of grit will add more danger, and thus drama, to combat and require players to rely more on skills and wits than on a bag full of potions. </p><p> Also, I never liked that characters fought as well with 50 hp as with 1 hp. My wound system seeks to convey to character a sense of dread about being badly injured. They can, in the classic heroic tradition, continue to fight on despite thier wounds, but the mounting penalties will make them feel that death is near.</p><p> As for bookkeeping, I intend to the heavy lifting. I'll gvie them the stat penalty and remind them when their turn is up, just like with poison or a spell effects. Most players should be able to keep tract of "-2 to all AC and all rolls" without much hassle. I'm not asking to remember their wound status. And remember, the penalties kick in only when the character has lost all VP and has taken WP damage, so dealing with wound levels will not be an issue in every combat. Again, thanks for your feedback, I'd be happy to address any other questions</p></blockquote><p></p>
[QUOTE="Aethelstan, post: 2211706, member: 14304"] Thanks for the feedback. This system is intended for a "quasi-Victorian adventures explore a dangerous lost continent" campaign. I've made up a Phyisician class that do limited healing but their is no magic healing to speak of. I created this system to retain the high action aspect of hit points mixed with a gritty wound system that makes major injuries tough to bounce back from. This system, combined with the absence of magic healing, seeks to fix one of my major problems with standard d20. Magical healing allows PCs to instantly pop back from near death in a wholly unbelievable manner (often several times in one battle). Getting knocked negative should be scary but its not as long as there is a potion or cleric near by. Also, from mid-level on, magical healing requires the DM to inflict massive amounts of damage on the party just to make things challenging. Many encounters are staged largely to drain away the party’s healing resources. With my hit point system, getting badly wounded will have serious consequences: debilitating injuries and healing times measured in days not hours. I’m hoping this level of grit will add more danger, and thus drama, to combat and require players to rely more on skills and wits than on a bag full of potions. Also, I never liked that characters fought as well with 50 hp as with 1 hp. My wound system seeks to convey to character a sense of dread about being badly injured. They can, in the classic heroic tradition, continue to fight on despite thier wounds, but the mounting penalties will make them feel that death is near. As for bookkeeping, I intend to the heavy lifting. I'll gvie them the stat penalty and remind them when their turn is up, just like with poison or a spell effects. Most players should be able to keep tract of "-2 to all AC and all rolls" without much hassle. I'm not asking to remember their wound status. And remember, the penalties kick in only when the character has lost all VP and has taken WP damage, so dealing with wound levels will not be an issue in every combat. Again, thanks for your feedback, I'd be happy to address any other questions [/QUOTE]
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