Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Vitality/Wound points variant (4e to 3e)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Li Shenron" data-source="post: 4086097" data-attributes="member: 1465"><p><strong>Design targets</strong> </p><p></p><p>- make it possible for the PC to fight a series of challenging battles without being forced to stop and rest often</p><p></p><p>- have the PC "at near-max capability" (with a reasonable margin, and not necessarily always) before the next fight, as to be able to face an escalation in the CR of the opponents without being too much decreased in capabilities after every battle</p><p></p><p>- reduce the lethality of combat, to compensate for having more combats than before in the average adventuring day</p><p></p><p>- these house rules must be integrated to 3.0 core ruleset</p><p></p><p>- house rules must be as simple as possible!</p><p></p><p></p><p><strong>Starting problems of the core rules</strong> </p><p></p><p>- each fight reduces HP, and healing is limited daily -> need for resting</p><p></p><p>- each fight reduces resources (spells) -> need for resting</p><p></p><p>- CRITICAL ITEM: daily limitation of spells is a fundamental balance device for spellcasters vs others; the more this is altered, the harder to keep the game balanced -> avoid extreme house rules (such as completely recharge spells after each battle, which will make spellcasters largely dominate the game)</p><p></p><p></p><p><strong>Preliminary ideas</strong> </p><p></p><p>- complete recharge of HP after each battle: requires re-envisioning the meaning of HP (follow the 4e idea)</p><p></p><p>- another penalty system should be used together with HP, so that it isn't completely guaranteed to start each battle "fresh": there should be an intermediate situation between being "fresh" and "dead"</p><p></p><p>- partial/limited recharge of spells after each battle: the spellcaster should be able to sustain more battles than before in a day, but still needs to "think" before casting</p><p></p><p>------------------------------------------------------------------------------------------------------------------------</p><p></p><p>Here are some brainstorming ideas to get closer to the previous requirements.</p><p></p><p><strong>Simplified Vitality/Wound points</strong> </p><p></p><p>This is based on the V/WP house rules in Unearthed Arcana, but trying to remove anything that isn't strictly necessary. </p><p></p><p>- Vitality points work exactly like HP, except that "damage taken" means anything non-lethal and non-permanent, including for instance being tired, worn-out, demoralized etc by the battle, and including physical injuries as long as they aren't debilitating. The term "HP" will still be used instead of "VP".</p><p></p><p>- When dropped down to 0 or less, the character becomes DISABLED: can take only partial actions, and if it's a strenuous action 1 HP more is lost (this is like normal rules, except you don't drop unconscious by doing so)</p><p></p><p>- When disabled, and only when disabled, each attack or spell that deals damage instead triggers a Fort save (DC = damage dealt); failure results in ability damage (to a random ability score) equal to 1 point each 5 points of damage taken (round up)</p><p></p><p></p><p><strong>Recharging while resting</strong></p><p></p><p>- when a character is resting, she recharges 10% of her HP every minute (if disabled, she also needs to recharge the negative HP)</p><p></p><p>- spells recharge is <u>TBD</u></p><p></p><p>- resting allows you to only move half speed each round and do minor things</p><p></p><p>- resting doesn't recharge ability damage</p><p></p><p></p><p><strong>Natural healing</strong> </p><p></p><p>- works as normal, except that it is obviously irrelevant to HP</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 4086097, member: 1465"] [B]Design targets[/B] - make it possible for the PC to fight a series of challenging battles without being forced to stop and rest often - have the PC "at near-max capability" (with a reasonable margin, and not necessarily always) before the next fight, as to be able to face an escalation in the CR of the opponents without being too much decreased in capabilities after every battle - reduce the lethality of combat, to compensate for having more combats than before in the average adventuring day - these house rules must be integrated to 3.0 core ruleset - house rules must be as simple as possible! [B]Starting problems of the core rules[/B] - each fight reduces HP, and healing is limited daily -> need for resting - each fight reduces resources (spells) -> need for resting - CRITICAL ITEM: daily limitation of spells is a fundamental balance device for spellcasters vs others; the more this is altered, the harder to keep the game balanced -> avoid extreme house rules (such as completely recharge spells after each battle, which will make spellcasters largely dominate the game) [B]Preliminary ideas[/B] - complete recharge of HP after each battle: requires re-envisioning the meaning of HP (follow the 4e idea) - another penalty system should be used together with HP, so that it isn't completely guaranteed to start each battle "fresh": there should be an intermediate situation between being "fresh" and "dead" - partial/limited recharge of spells after each battle: the spellcaster should be able to sustain more battles than before in a day, but still needs to "think" before casting ------------------------------------------------------------------------------------------------------------------------ Here are some brainstorming ideas to get closer to the previous requirements. [B]Simplified Vitality/Wound points[/B] This is based on the V/WP house rules in Unearthed Arcana, but trying to remove anything that isn't strictly necessary. - Vitality points work exactly like HP, except that "damage taken" means anything non-lethal and non-permanent, including for instance being tired, worn-out, demoralized etc by the battle, and including physical injuries as long as they aren't debilitating. The term "HP" will still be used instead of "VP". - When dropped down to 0 or less, the character becomes DISABLED: can take only partial actions, and if it's a strenuous action 1 HP more is lost (this is like normal rules, except you don't drop unconscious by doing so) - When disabled, and only when disabled, each attack or spell that deals damage instead triggers a Fort save (DC = damage dealt); failure results in ability damage (to a random ability score) equal to 1 point each 5 points of damage taken (round up) [B]Recharging while resting[/B] - when a character is resting, she recharges 10% of her HP every minute (if disabled, she also needs to recharge the negative HP) - spells recharge is [U]TBD[/U] - resting allows you to only move half speed each round and do minor things - resting doesn't recharge ability damage [B]Natural healing[/B] - works as normal, except that it is obviously irrelevant to HP [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Vitality/Wound points variant (4e to 3e)
Top