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Vitality Points (replacing Down and Dying system)
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<blockquote data-quote="toucanbuzz" data-source="post: 7466190" data-attributes="member: 19270"><p>That would bring back the 0 to -10 concept, which helps with the idea an Elephant curb-stomps an unconscious character (2 fails) and the character hangs on somehow. I'd still want to stick with the "no spillover" D&D concept. </p><p></p><p><em>Theorycraft: when you hit 0hp, any future damage goes to Vitality. Upon hitting 0, if you opt not to become Staggered, make a Death Save. Succeed and you're unconscious, stabilized. Fail and you begin to take 1 damage per round at the end of your turns (Spare the Dying would stop this loss). A natural 20 means you regain 1 hp and a natural 1 means you lose 1d4 Vitality at the end of your turn instead of 1.</em></p><p></p><p></p><p></p><p>If we allow full-strength actions, we're giving something for nothing and artificially boosting the # of hits a character can absorb. In 3rd edition where we had spillover damage, in the rare circumstance you hit exactly 0hp, you could take a partial action only. Whatever concept we build it, it has to be severe because we're allowing action during a phase when none was previously allowed. The 3rd edition partial action (move or act, not both) is a thought. Even so, to avoid abuse the Exhaustion mechanic or something just as severe needs to be in play.</p><p></p><p><em>In theorycraft, we could adjudicate every time a character enters a Staggered state, they gain a failed Death Save instead of Exhaustion. If you get 3, you're dead. We could have them go away at the rate of 1 per Long Rest, or all if Vitality is maxed. This lowers the # of times you can enter a Staggered State relative to the 6 stages of Exhaustion, but it would remove the long-lasting and severe Exhaustion penalties and avoid some nasty stacking. It would stand to reason if one's Vitality is back to full, there's no reason for continued disability. </em></p><p></p><p></p><p></p><p>Very true. The UA had them permanently set at your CON score. I like the idea of class choice better, but yeah, increasing Vitality doesn't seem congruent with anything. Gaining experience teaches you how to avoid damage better, but it doesn't make your body able to absorb more daggers.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 7466190, member: 19270"] That would bring back the 0 to -10 concept, which helps with the idea an Elephant curb-stomps an unconscious character (2 fails) and the character hangs on somehow. I'd still want to stick with the "no spillover" D&D concept. [I]Theorycraft: when you hit 0hp, any future damage goes to Vitality. Upon hitting 0, if you opt not to become Staggered, make a Death Save. Succeed and you're unconscious, stabilized. Fail and you begin to take 1 damage per round at the end of your turns (Spare the Dying would stop this loss). A natural 20 means you regain 1 hp and a natural 1 means you lose 1d4 Vitality at the end of your turn instead of 1.[/I] If we allow full-strength actions, we're giving something for nothing and artificially boosting the # of hits a character can absorb. In 3rd edition where we had spillover damage, in the rare circumstance you hit exactly 0hp, you could take a partial action only. Whatever concept we build it, it has to be severe because we're allowing action during a phase when none was previously allowed. The 3rd edition partial action (move or act, not both) is a thought. Even so, to avoid abuse the Exhaustion mechanic or something just as severe needs to be in play. [I]In theorycraft, we could adjudicate every time a character enters a Staggered state, they gain a failed Death Save instead of Exhaustion. If you get 3, you're dead. We could have them go away at the rate of 1 per Long Rest, or all if Vitality is maxed. This lowers the # of times you can enter a Staggered State relative to the 6 stages of Exhaustion, but it would remove the long-lasting and severe Exhaustion penalties and avoid some nasty stacking. It would stand to reason if one's Vitality is back to full, there's no reason for continued disability. [/I] Very true. The UA had them permanently set at your CON score. I like the idea of class choice better, but yeah, increasing Vitality doesn't seem congruent with anything. Gaining experience teaches you how to avoid damage better, but it doesn't make your body able to absorb more daggers. [/QUOTE]
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