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Vitality/Wound Points in D&D
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<blockquote data-quote="Elder-Basilisk" data-source="post: 2210954" data-attributes="member: 3146"><p>Several other things need to be done with the UA wound points system to make it work:</p><p></p><p>1. Wound points need to go up as characters increase in level. High level monsters routinely deal 20+ points of damage per hit. If you want the wound points to be something other than a binary: "you got critted--you're dead or unconscious, if you didn't you're fine" mechanic then you need more wound points than con normally allows. I suggest Con+character level myself.</p><p></p><p>2. You need to reign in the damage that PCs and NPCs deal on their crits. For instance, a typical 4th level fighter will deal 2d6+7 points of damage per hit. On a crit, that's an average of thirteen points without power attacking. A raging half-orc barbarian at that level could easily be doing 2d6+10 points of damage or more. That kind of damage puts critical hits into the binary range as well. One crit and you're down. Add in Power Attack, bardsong, or other bonusses and combat will simply be a matter of who crits first.</p><p></p><p>My suggestions for dealing with this: Apply only base weapon damage and enhancement bonus to wound points on a successful critical hit. Under no circumstances should you apply Power Attack damage unless you REALLY want the falchion to be the only weapon worth wielding in your game. I would suggest also limiting sneak attack damage on crits to +1 wound point per die of sneak attack.</p><p></p><p>Using this suggestion, you sould probably have crits deal hit point damage as normal in addition to the wound point damage without breaking things. You could also probably safely retain the full range of D&D crit qualities from 18-20/x2 to 20/x4 since crits from a x2 weapon are tide-turning but not necessarily combat ending while 4d6 wound points from a heavy pick hit is much more likely to simply be combat ending.</p><p></p><p>3. The fort save DC to avoid being stunned is too high and the duration of the stun is too long. One round of stunning is quite sufficient to be a tide-turning event. Multiple rounds of stunning essentially takes a character out of the combat.</p><p></p><p>4. You need to figure a fair method for resolving wound points due to critical hits from weaponlike spells. Critically hitting with a shocking grasp would do 5d6 wound points--and almost no-one has that many. Critting with a scorching ray is similarly combat ending in a way that it shouldn't be according to the core rules. (And worse yet, it gets three chances to crit per casting at high levels). Crits with disintegrate and meteor swarm are supposed to be combat ending so those don't bother me so much.</p><p></p><p>5. The pricing and prerequisites for crit related items and feats would need increasing.</p><p>I suggest:</p><p>Keen +2 enhancement bonus</p><p>Light Fort: +2 equivalent</p><p>Moderate fort: +5 equivalent</p><p>Heavy fort: non-existent</p><p></p><p>Power Crit (Complete Warrior Version): Prereq: Weapon Focus, BAB +8</p><p>Improved Crit: Prereq: Power Crit, BAB +12</p><p></p><p>You might also want to up Keen Edge to Sor/Wiz 4</p><p>Bless Weapon is problematic. It definitely gains a lot of power in this rules revision, but it's one of the few 1st level paladin spells worth casting so it hurts to revise it. I would probably increase it to Pal 2 but give paladins some other kind of spellcasting boost to make up for it--maybe let them cast at full paladin level instead of half (which would make Divine Favor a lot better) or add some good non-core spells to the paladin list.</p><p></p><p>6. If you're using any non-core auto-crit abilities like those found in some Arcanis classes and val bloodline abilities, eliminate them immediately. (Come to think of it,</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 2210954, member: 3146"] Several other things need to be done with the UA wound points system to make it work: 1. Wound points need to go up as characters increase in level. High level monsters routinely deal 20+ points of damage per hit. If you want the wound points to be something other than a binary: "you got critted--you're dead or unconscious, if you didn't you're fine" mechanic then you need more wound points than con normally allows. I suggest Con+character level myself. 2. You need to reign in the damage that PCs and NPCs deal on their crits. For instance, a typical 4th level fighter will deal 2d6+7 points of damage per hit. On a crit, that's an average of thirteen points without power attacking. A raging half-orc barbarian at that level could easily be doing 2d6+10 points of damage or more. That kind of damage puts critical hits into the binary range as well. One crit and you're down. Add in Power Attack, bardsong, or other bonusses and combat will simply be a matter of who crits first. My suggestions for dealing with this: Apply only base weapon damage and enhancement bonus to wound points on a successful critical hit. Under no circumstances should you apply Power Attack damage unless you REALLY want the falchion to be the only weapon worth wielding in your game. I would suggest also limiting sneak attack damage on crits to +1 wound point per die of sneak attack. Using this suggestion, you sould probably have crits deal hit point damage as normal in addition to the wound point damage without breaking things. You could also probably safely retain the full range of D&D crit qualities from 18-20/x2 to 20/x4 since crits from a x2 weapon are tide-turning but not necessarily combat ending while 4d6 wound points from a heavy pick hit is much more likely to simply be combat ending. 3. The fort save DC to avoid being stunned is too high and the duration of the stun is too long. One round of stunning is quite sufficient to be a tide-turning event. Multiple rounds of stunning essentially takes a character out of the combat. 4. You need to figure a fair method for resolving wound points due to critical hits from weaponlike spells. Critically hitting with a shocking grasp would do 5d6 wound points--and almost no-one has that many. Critting with a scorching ray is similarly combat ending in a way that it shouldn't be according to the core rules. (And worse yet, it gets three chances to crit per casting at high levels). Crits with disintegrate and meteor swarm are supposed to be combat ending so those don't bother me so much. 5. The pricing and prerequisites for crit related items and feats would need increasing. I suggest: Keen +2 enhancement bonus Light Fort: +2 equivalent Moderate fort: +5 equivalent Heavy fort: non-existent Power Crit (Complete Warrior Version): Prereq: Weapon Focus, BAB +8 Improved Crit: Prereq: Power Crit, BAB +12 You might also want to up Keen Edge to Sor/Wiz 4 Bless Weapon is problematic. It definitely gains a lot of power in this rules revision, but it's one of the few 1st level paladin spells worth casting so it hurts to revise it. I would probably increase it to Pal 2 but give paladins some other kind of spellcasting boost to make up for it--maybe let them cast at full paladin level instead of half (which would make Divine Favor a lot better) or add some good non-core spells to the paladin list. 6. If you're using any non-core auto-crit abilities like those found in some Arcanis classes and val bloodline abilities, eliminate them immediately. (Come to think of it, [/QUOTE]
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