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*Pathfinder & Starfinder
Vitality/Wound Points in D&D
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<blockquote data-quote="squat45" data-source="post: 2215014" data-attributes="member: 20921"><p><strong>okokokokokok</strong></p><p></p><p>Thanks for all your input. I'm working on some revisions to the rules anyways (I run a game pretty heavy on the house-rules anyways). With the following assumptions:</p><p></p><p>1) Using viatality/wound points</p><p>2) Lower-level game up to mid-level... I very rearely will run a game past level 10-12, mostly because we play once a month or so...</p><p>3) Using Weapon Groups option instead of the "standard" Simple/Martial/Exotic categories</p><p></p><p>#3 is going to be the key to this... as these are the changes I'm thinking of:</p><p>1) Change the weapon damages so that weapons of the same size are doing the same amount of damage, reduce the critical to 20 (for all but a couple of weapons)... so there is really no difference between a battleaxe, a mace and a longsword in terms of damage/criticals. </p><p>2) I understand the need for using armour as damage reduction, but most of the characters are going to be low-armour (the heaviest, the cleric will probably not go past chainmail), so that is not going to help much. This is what I'm going to do instead:</p><p></p><p>Create a stat called Wound Reduction (WR). Wound reduction will reduce wound damage done as long as there is vitality present (essentially, reduces the damage of a critical hit). If you have no vitality, Wound Reduction is not applicable. WR is equal to the sum of:</p><p></p><p>Magic Bonus (such as from magic armour and shields)</p><p>Deflection Bonus, Exalted bonuses and the like</p><p>Natural Armour Bonus</p><p>Any damage reduction marked as x/- </p><p>Class bonus (classes will add to this at certain levels)</p><p>Feat bonus (certain feats will add to this)</p><p></p><p>My hope is that starting off at 4th level, most of the characters will have armour +1, either a ring of protection +1 or an amulet of natural armour +1. This will give at least a WR of 2 even for the poorest of attackers... my concern here is the exalted monk we are going to be playing with, I'll need to crunch some numbers... </p><p></p><p>Oh, now I need to figure out what to do about the Goliath Barbarian/Fighter!!!</p></blockquote><p></p>
[QUOTE="squat45, post: 2215014, member: 20921"] [b]okokokokokok[/b] Thanks for all your input. I'm working on some revisions to the rules anyways (I run a game pretty heavy on the house-rules anyways). With the following assumptions: 1) Using viatality/wound points 2) Lower-level game up to mid-level... I very rearely will run a game past level 10-12, mostly because we play once a month or so... 3) Using Weapon Groups option instead of the "standard" Simple/Martial/Exotic categories #3 is going to be the key to this... as these are the changes I'm thinking of: 1) Change the weapon damages so that weapons of the same size are doing the same amount of damage, reduce the critical to 20 (for all but a couple of weapons)... so there is really no difference between a battleaxe, a mace and a longsword in terms of damage/criticals. 2) I understand the need for using armour as damage reduction, but most of the characters are going to be low-armour (the heaviest, the cleric will probably not go past chainmail), so that is not going to help much. This is what I'm going to do instead: Create a stat called Wound Reduction (WR). Wound reduction will reduce wound damage done as long as there is vitality present (essentially, reduces the damage of a critical hit). If you have no vitality, Wound Reduction is not applicable. WR is equal to the sum of: Magic Bonus (such as from magic armour and shields) Deflection Bonus, Exalted bonuses and the like Natural Armour Bonus Any damage reduction marked as x/- Class bonus (classes will add to this at certain levels) Feat bonus (certain feats will add to this) My hope is that starting off at 4th level, most of the characters will have armour +1, either a ring of protection +1 or an amulet of natural armour +1. This will give at least a WR of 2 even for the poorest of attackers... my concern here is the exalted monk we are going to be playing with, I'll need to crunch some numbers... Oh, now I need to figure out what to do about the Goliath Barbarian/Fighter!!! [/QUOTE]
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Vitality/Wound Points in D&D
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