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Vitality/Wound points variant (4e to 3e)
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<blockquote data-quote="Li Shenron" data-source="post: 4086107" data-attributes="member: 1465"><p>Some considerations after this draft... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>1) So far it's pretty simple, which is good. You <strong>just play normally until a PC drops to 0</strong> or less. At that point, you only go down in negative HP if you participate actively in the battle (basically 1 more per round if you attack or cast a spell). Instead, when taking damage you roll a Fort save and in case of failure you get some ability damage.</p><p></p><p>2) I didn't include an option for being unconscious. I don't think it's that important actually.</p><p></p><p>3) Ability damage in this draft is to a random ability score (d6). This can be changed if it feels inappropriate to apply to mental stats.</p><p></p><p>4) After the battle, I guess most of the time you don't even need to count the minutes. The 10%/minute rules is there more as a safety measure in case two encounters are really close to each other, in which case the DM can say "after just 3 minutes..." and everyone heals 30% of their total. So <strong>just recharge everyone's HP unless the next battle starts quickly, or the group wants to rush</strong>.</p><p></p><p>5) Until someone has dropped to disabled during the day, you are all practically at your max at each new battle. Penalties to ability scores are significant enough so that characters are motivated to stay above 0 HP. This means that healing spells are still useful and worth casting <em>during battles</em>. Otherwise they become useless <em>between battles</em> when instead you might want some Resoration spells.</p><p></p><p>6) Dying is pretty difficult... technically you'd need to take a lot of ability damage to Con. However heavy ability damage might make you nearly useless, which could mean being at the opponent's mercy in many ways.</p><p></p><p>7) Natural healing is still useful because it's the only way to heal ability damage besides Restoration spells.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 4086107, member: 1465"] Some considerations after this draft... :D 1) So far it's pretty simple, which is good. You [B]just play normally until a PC drops to 0[/B] or less. At that point, you only go down in negative HP if you participate actively in the battle (basically 1 more per round if you attack or cast a spell). Instead, when taking damage you roll a Fort save and in case of failure you get some ability damage. 2) I didn't include an option for being unconscious. I don't think it's that important actually. 3) Ability damage in this draft is to a random ability score (d6). This can be changed if it feels inappropriate to apply to mental stats. 4) After the battle, I guess most of the time you don't even need to count the minutes. The 10%/minute rules is there more as a safety measure in case two encounters are really close to each other, in which case the DM can say "after just 3 minutes..." and everyone heals 30% of their total. So [B]just recharge everyone's HP unless the next battle starts quickly, or the group wants to rush[/B]. 5) Until someone has dropped to disabled during the day, you are all practically at your max at each new battle. Penalties to ability scores are significant enough so that characters are motivated to stay above 0 HP. This means that healing spells are still useful and worth casting [I]during battles[/I]. Otherwise they become useless [I]between battles[/I] when instead you might want some Resoration spells. 6) Dying is pretty difficult... technically you'd need to take a lot of ability damage to Con. However heavy ability damage might make you nearly useless, which could mean being at the opponent's mercy in many ways. 7) Natural healing is still useful because it's the only way to heal ability damage besides Restoration spells. [/QUOTE]
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