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Vitality Points (replacing Down and Dying system)
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<blockquote data-quote="toucanbuzz" data-source="post: 7466257" data-attributes="member: 19270"><p>With what I've got so far, with additions:</p><p></p><p><strong>Vitality Points:</strong> player characters have Vitality Points equal to their 1st hit die (maximum) + CON modifier. This number never changes unless the CON modifier changes. If a character ever has 0 vitality points, he dies. Monsters and NPCs do not have Vitality Points, though a DM in his discretion may afford them to a unique NPC. Vitality Points system will replace the Death Saves at 0 hit points.</p><p></p><p>Vitality comes into play when a character hits 0 hit points. At this point, all future damage is assigned to Vitality Points. Upon 0 hit points, the character may opt to become <strong>Staggered</strong> or go Unconscious. (As always, if the excess damage past 0 hit points would exceed the character's max hit points, he's automatically dead).</p><p></p><p><strong>Unconscious</strong>: make a Death Save. Success means the person is stabilized. Failure means at the end of his turn, the character takes 1 point of Vitality damage. A natural 20 means he regains 1 hit point and is conscious. A natural 1 means he loses Vitality at a rate of 1d4 points instead of 1. If a character reaches 0 vitality points, he dies. <em>A failed Death Save does not count towards the Staggered Death save mechanic.</em></p><p></p><p><strong>Staggered:</strong> the character may keep acting with reduced effectiveness. The character gains 1 failed Death Save. If he ever has 3 failed Death Saves, he will die at the end of his turn. <em>[We need to rename it probably to avoid confusion with the unconscious death save mechanic, but it gives it all a place to be tracked on default character sheets)]. </em></p><p></p><p>If the character needs to make a Concentration save, this save is made with disadvantage upon entering the condition and during the condition. A <strong>Staggered</strong> character makes attacks with disadvantage, and any saves against abilities, spells, or items are made with advantage. If the Condition goes away, so do the penalties, though the failed Death Save will remain.</p><p></p><p>One failed Death Save can be removed at the end of a long rest, and all failed Death Saves are removed if a player is restored to maximum Vitality points.</p><p></p><p>Subject to the above penalties, a <strong>Staggered</strong>character may take Actions and Move on his turn.</p><p></p><p><strong>Regaining Vitality:</strong></p><p></p><p>After a long rest, regain 1 + CON modifier Vitality points. Healing spells and items can be used if the character is already at maximum hit points. Every 10 points of healing (calculated as if the effect did maximum healing) will restore 1 Vitality Point. Otherwise, Vitality Points can never be healed.</p><p></p><p><strong><em>Items/Spells</em></strong></p><p></p><p><em>Spare the Dying:</em> Will stabilize an unconscious character by removing the end of turn Vitality loss from a failed death save. Alternately, it can be used to remove 1 penalty from a Staggered character, either (1) disadvantage to attacks, (2) save advantage to his spells, items, abilities, or (3) Concentration save disadvantage. This can be applied more than once, though it can never be used to remove the condition itself.</p><p></p><p><em>Ring of Regeneration:</em> although it's healing die is only 1d6, it is counted as a full 10 for purposes of whether it can be used to recover Vitality Points. As such, every minute, the Ring will heal 1 Vitality Point to character with maximum hit points.</p><p></p><p></p><p><em>I do need to put some more thought into whether Partial Actions, without penalty, would work. A caster could freely unleash a fireball, a fighter a full set of attacks, etc., at a time when he shouldn't be able to do anything. It's a huge boon, even if we impose a Death Save system in favor of Exhaustion.</em></p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 7466257, member: 19270"] With what I've got so far, with additions: [B]Vitality Points:[/B] player characters have Vitality Points equal to their 1st hit die (maximum) + CON modifier. This number never changes unless the CON modifier changes. If a character ever has 0 vitality points, he dies. Monsters and NPCs do not have Vitality Points, though a DM in his discretion may afford them to a unique NPC. Vitality Points system will replace the Death Saves at 0 hit points. Vitality comes into play when a character hits 0 hit points. At this point, all future damage is assigned to Vitality Points. Upon 0 hit points, the character may opt to become [B]Staggered[/B] or go Unconscious. (As always, if the excess damage past 0 hit points would exceed the character's max hit points, he's automatically dead). [B]Unconscious[/B]: make a Death Save. Success means the person is stabilized. Failure means at the end of his turn, the character takes 1 point of Vitality damage. A natural 20 means he regains 1 hit point and is conscious. A natural 1 means he loses Vitality at a rate of 1d4 points instead of 1. If a character reaches 0 vitality points, he dies. [I]A failed Death Save does not count towards the Staggered Death save mechanic.[/I] [B]Staggered:[/B] the character may keep acting with reduced effectiveness. The character gains 1 failed Death Save. If he ever has 3 failed Death Saves, he will die at the end of his turn. [I][We need to rename it probably to avoid confusion with the unconscious death save mechanic, but it gives it all a place to be tracked on default character sheets)]. [/I] If the character needs to make a Concentration save, this save is made with disadvantage upon entering the condition and during the condition. A [B]Staggered[/B] character makes attacks with disadvantage, and any saves against abilities, spells, or items are made with advantage. If the Condition goes away, so do the penalties, though the failed Death Save will remain. One failed Death Save can be removed at the end of a long rest, and all failed Death Saves are removed if a player is restored to maximum Vitality points. Subject to the above penalties, a [B]Staggered[/B]character may take Actions and Move on his turn. [B]Regaining Vitality:[/B] After a long rest, regain 1 + CON modifier Vitality points. Healing spells and items can be used if the character is already at maximum hit points. Every 10 points of healing (calculated as if the effect did maximum healing) will restore 1 Vitality Point. Otherwise, Vitality Points can never be healed. [B][I]Items/Spells[/I][/B] [I]Spare the Dying:[/I] Will stabilize an unconscious character by removing the end of turn Vitality loss from a failed death save. Alternately, it can be used to remove 1 penalty from a Staggered character, either (1) disadvantage to attacks, (2) save advantage to his spells, items, abilities, or (3) Concentration save disadvantage. This can be applied more than once, though it can never be used to remove the condition itself. [I]Ring of Regeneration:[/I] although it's healing die is only 1d6, it is counted as a full 10 for purposes of whether it can be used to recover Vitality Points. As such, every minute, the Ring will heal 1 Vitality Point to character with maximum hit points. [I]I do need to put some more thought into whether Partial Actions, without penalty, would work. A caster could freely unleash a fireball, a fighter a full set of attacks, etc., at a time when he shouldn't be able to do anything. It's a huge boon, even if we impose a Death Save system in favor of Exhaustion.[/I] [/QUOTE]
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