vitality/wound points in DnD

planespace

First Post
Is there any reason why the vitality/wound point system is reserved for modern D20 rules? Is there any reason not to use it in Dungeons and Dragons, for example?
 

log in or register to remove this ad

Use it at your own risk. Things to be noted:

1 - Weapons with increased Threat Range (anything that threatens a critical at anything other than a 20) are MUCH more valuable when using VP/WP.

2 - The Feat Improved Critical is going to taken by EVERYONE. Its value is increased dramatically.

3 - Guys will die a LOT more. Raises and Ressurections become that much more valued, as do clerics in general.

4 - Spells could be made to drain Vitality instead of consuming a spell slot. But that is a LOT of work if you wish to do it.

Anyway, have fun....
 

Sounds like it would be a good idea for D20 Rokugan. It would make it more like the previous Legend of the 5 Rings game where one battle is too many.
 


My system...

I'm trialing a variant Wound Points/Vitality Points system in my game atm. I like the idea of there being another stage between unaffected by your injuries (on positive Hps) & unconscious (on negative Hps).

I think my system's a little easier than Jack's, here it is:

Vitality/Wound Points
- HPs are replaced by Vitality Points (equal to normal HPs) & supplemented by Wound Points (equal to the Character's Con, or Cha for creatures with no Con).
- Damage generally reduces VPs, then WPs. Characters who suffer WPs are effectively fatigued (-2 Str & Dex, cannot run or charge) until fully healed. Characters reduced to zero or negative WPs suffer the same effects as for zero or negative HPs.
- Critical Hits cause one WP damage per dice of damage.
- Critical Saving throw failures (a natural 1) against spells causing physical damage cause 1 Wp damage per spell level.
- Cure spells cure one WP damage per dice, plus one WP per 5 bonus points (for high caster level etc).
- Rest and natural healing heals one WP per full day of rest.

(Btw, this thread may be better suited for the House Rules forum)

Edited typo
 
Last edited:

The way I've always seen it, the vp/wp system works in a game based mostly around high powered ranged weapons (guns, laser pistols, blasters, etc.) in that the vitality points represent near misses, grazing shots, frayed nerves etc. In DnD you have a lot more of guys and gals clubbing eachother over the head with large chunks of metal.

They're two distinct feels when implemented in gameplay, and I don't necessarily know if the 'duck-n-dodge' feel of the vp/wp mechanic necessarily meshes with the 'rock-em-sock-em' kinda feel of hit points. I'm in a game now where the DM feels the need to replace the hp with vp/wp and I'm not totally sure I'm all that wild about it. We haven't seen too much combat, but the combat we have had felt... different. And not in some kind of refreshing way either, more like... ew. Weird.

I dunno...
 

Re: My system...

Errant said:
- Critical Hits cause one WP damage per dice of damage.
- Critical Saving throw failures (a natural 1) against spells causing physical damage cause 1 Wp damage per spell level.
- Cure spells cure one WP damage per dice, plus one WP per 5 bonus points (for high caster level etc).
- Rest and natural healing heals one WP per full day of rest.

Just a question. Does the damage dealt by the weapon remain effective?

I mean, in the first situation you describe above, does the critical hit ONLY inflict WP damage or does the normal damage to VP also apply?
 

Why not just lower the Massive Damage threshold down to a point where the average damage roll from a certain type of weapon will force a check? This is how D20 CoC handles things, and it works great.
 

My solutions to standard problems:

BronzeDragon said:
1 - Weapons with increased Threat Range (anything that threatens a critical at anything other than a 20) are MUCH more valuable when using VP/WP.
I only apply the first damage roll to Wounds. The rest go to Vitality.

2 - The Feat Improved Critical is going to taken by EVERYONE. Its value is increased dramatically.
Haven't dealt with that yet. Noted for future reference. Does SW have a comparible Feat?

3 - Guys will die a LOT more. Raises and Ressurections become that much more valued, as do clerics in general.
Been using W&V for 6 months; No deaths yet. Conversly, I switched in order to support a low-magic campaign that doesn't have a lot of Healing magic; It actually freed the PCs from depending on Clerics (that didn't exist!!!).

4 - Spells could be made to drain Vitality instead of consuming a spell slot. But that is a LOT of work if you wish to do it.
Hmmm... You're right. A lot of work. Feasible, though. Doubt I'd do it.

On the other hand...

Errant said:
- Damage generally reduces VPs, then WPs. Characters who suffer WPs are effectively fatigued (-2 Str & Dex, cannot run or charge) until fully healed. Characters reduced to zero or negative WPs suffer the same effects as for zero or negative HPs.
I already have a Fatigue System in place; This would over burden it. Nice idea, though.

- Critical Hits cause one WP damage per dice of damage.
- Critical Saving throw failures (a natural 1) against spells causing physical damage cause 1 Wp damage per spell level.
These are both decent considerations. I'm seriously thinking of adopting this method. I'm assuming, per Corinth's question, that the rest of the damage still applies to Vitality, yes?
 

Corinth said:
Why not just lower the Massive Damage threshold down to a point where the average damage roll from a certain type of weapon will force a check? This is how D20 CoC handles things, and it works great.
What's the DC of the check? What if someone gets a high enough save that he passes it automatically?
 

Remove ads

Top