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General Tabletop Discussion
*Dungeons & Dragons
Vitality Points (replacing Down and Dying system)
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<blockquote data-quote="toucanbuzz" data-source="post: 7465279" data-attributes="member: 19270"><p>I see what you're saying. A bad guy has to maul the PC to 0 vitality to KO them. To resolve, we'd have to bring back some version of 3rd edition "nonlethal" damage rules and give the attacker who's now dealing Vitality damage the option to make a melee hit lethal or nonlethal. It adds a little more bookkeeping as in 3rd edition nonlethal damage healed faster, at 1hp per hour, and we'd have to track how much Vitality damage was nonlethal. But, I think it's doable. </p><p></p><p>And, it should work. The thugs want to take the PC in alive. They come armed with clubs and saps. Once they've worn the PC down (hit points to zero), they begin raining blows (nonlethal). Even if a thug decides to land a lethal blow (akin to kicking in his teeth), he can still opt for the KO if its the final blow. When PC comes to 1d4 hours later, he begins to heal the nonlethal damage at the rate of 1 per hour. </p><p></p><p>There is no "left for dead" option with Vitality insofar as a player is down and dying, BUT there's nothing to prevent a savvy player who takes a real hit (down to 0 hp) to pretend to be down and dying. If in question, perhaps a Deception skill check is in order. Adds an additional layer to the combats as the player might fool his foe only to spring up and stab 'em as they move on to someone else. </p><p></p><p></p><p><em>Modified the main section to account for this option.</em></p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 7465279, member: 19270"] I see what you're saying. A bad guy has to maul the PC to 0 vitality to KO them. To resolve, we'd have to bring back some version of 3rd edition "nonlethal" damage rules and give the attacker who's now dealing Vitality damage the option to make a melee hit lethal or nonlethal. It adds a little more bookkeeping as in 3rd edition nonlethal damage healed faster, at 1hp per hour, and we'd have to track how much Vitality damage was nonlethal. But, I think it's doable. And, it should work. The thugs want to take the PC in alive. They come armed with clubs and saps. Once they've worn the PC down (hit points to zero), they begin raining blows (nonlethal). Even if a thug decides to land a lethal blow (akin to kicking in his teeth), he can still opt for the KO if its the final blow. When PC comes to 1d4 hours later, he begins to heal the nonlethal damage at the rate of 1 per hour. There is no "left for dead" option with Vitality insofar as a player is down and dying, BUT there's nothing to prevent a savvy player who takes a real hit (down to 0 hp) to pretend to be down and dying. If in question, perhaps a Deception skill check is in order. Adds an additional layer to the combats as the player might fool his foe only to spring up and stab 'em as they move on to someone else. [I]Modified the main section to account for this option.[/I] [/QUOTE]
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