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Vitality/Wound points variant (4e to 3e)
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<blockquote data-quote="Naszir" data-source="post: 4088995" data-attributes="member: 55043"><p>Having a Wound Threshold does this. However lower level characters are clearly at more risk to take wounds. All other damage that is not a wound gets healed after combat is over.</p><p></p><p></p><p></p><p>Again, with a Wound Threshold unless the character has taken a wound they should be at near max capability before the next fight.</p><p></p><p></p><p></p><p>The lethality of combat is mitigated with Wound Threshold because unless a character has suffered a wound they regain the non-lethal damge taken at the end of a combat.</p><p></p><p></p><p></p><p>I believe Wound Threshold can be easily integrated and its simple because there is only one additional thing to be aware of (the characters Wound Threshold) and only two conditions to add to the character if he takes a wound. No additional rolls involved.</p><p></p><p>The concern from my perspective is how Cure spells have to be modified when using the idea of Wounds.</p><p></p><p></p><p>I've always been interested the design or modification of rules. Hopefully I can give some constructive criticism here if you would like to stay with what you've started:</p><p></p><p></p><p></p><p>This may be a bit much. At least flavor wise how would you get around a character that took massive hit point damage in one shot but somehow was not really injured by it?</p><p></p><p></p><p></p><p>So anyone who hits 0 or negative HPs is automatically stabilized unless they try to something? And on top of that there are more rolls introduced here. Though overall this doesn't seem like it will detract from anything. What your doing just gives the characters more hit points but with the condition that if you want to do something you put yourself at risk. Seems like this could give a dramatic feel to those who fall below 0hps.</p><p></p><p></p><p></p><p>Personally, I've never liked ability damage. Random ability damage seems to be a strange fit here. Once ability damage is taken you have to start modifiying too many things and to me that just slows things down way to much. This may be different that what you've experienced.</p><p></p><p></p><p></p><p></p><p>Again, I'm not too keen on the random ability damage or ability damage in general. Once characters start to take ability damage there are a lot of things that now need to be modified and tracked (attack and damage modifiers, skills, hit points, armor class, potentially effects feats, spell DC, saving throws, and there might be a few I am missing.)</p><p></p><p>Having the characters heal fully after each battle (except for ability damage) will definitely allow you to do what you want. I think the overall concept should work but I would still be concerned with ability damage and the slow down impact it will have on combat due to the ability modifiers effect on so many things.</p></blockquote><p></p>
[QUOTE="Naszir, post: 4088995, member: 55043"] Having a Wound Threshold does this. However lower level characters are clearly at more risk to take wounds. All other damage that is not a wound gets healed after combat is over. Again, with a Wound Threshold unless the character has taken a wound they should be at near max capability before the next fight. The lethality of combat is mitigated with Wound Threshold because unless a character has suffered a wound they regain the non-lethal damge taken at the end of a combat. I believe Wound Threshold can be easily integrated and its simple because there is only one additional thing to be aware of (the characters Wound Threshold) and only two conditions to add to the character if he takes a wound. No additional rolls involved. The concern from my perspective is how Cure spells have to be modified when using the idea of Wounds. I've always been interested the design or modification of rules. Hopefully I can give some constructive criticism here if you would like to stay with what you've started: This may be a bit much. At least flavor wise how would you get around a character that took massive hit point damage in one shot but somehow was not really injured by it? So anyone who hits 0 or negative HPs is automatically stabilized unless they try to something? And on top of that there are more rolls introduced here. Though overall this doesn't seem like it will detract from anything. What your doing just gives the characters more hit points but with the condition that if you want to do something you put yourself at risk. Seems like this could give a dramatic feel to those who fall below 0hps. Personally, I've never liked ability damage. Random ability damage seems to be a strange fit here. Once ability damage is taken you have to start modifiying too many things and to me that just slows things down way to much. This may be different that what you've experienced. Again, I'm not too keen on the random ability damage or ability damage in general. Once characters start to take ability damage there are a lot of things that now need to be modified and tracked (attack and damage modifiers, skills, hit points, armor class, potentially effects feats, spell DC, saving throws, and there might be a few I am missing.) Having the characters heal fully after each battle (except for ability damage) will definitely allow you to do what you want. I think the overall concept should work but I would still be concerned with ability damage and the slow down impact it will have on combat due to the ability modifiers effect on so many things. [/QUOTE]
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