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?
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.
I only apply the first damage roll to Wounds. The rest go to Vitality.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.
Haven't dealt with that yet. Noted for future reference. Does SW have a comparible Feat?2 - The Feat Improved Critical is going to taken by EVERYONE. Its value is increased dramatically.
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!!!).3 - Guys will die a LOT more. Raises and Ressurections become that much more valued, as do clerics in general.
Hmmm... You're right. A lot of work. Feasible, though. Doubt I'd do it.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.
I already have a Fatigue System in place; This would over burden it. Nice idea, though.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.
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?- 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.
What's the DC of the check? What if someone gets a high enough save that he passes it automatically?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.