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Vitality/Wound points variant (4e to 3e)
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<blockquote data-quote="Li Shenron" data-source="post: 4090854" data-attributes="member: 1465"><p>I must have misunderstood, did you suggest your Wound Threshold <em>in addition</em> to my rules?</p><p></p><p>I thought you intended it as alternative to my idea, so without the auto-healing after battle, in which case the WT makes combat <em>more</em> painful, but maybe this is not what you meant.</p><p></p><p></p><p></p><p></p><p>I don't know, but I think it all depends on getting used to the idea of HP as something more general than wounds.</p><p></p><p>Hence for instance, a PC with 50 HP gets "hit" for 40dmg by a massive Ogre's club. He isn't really hit at all, but the blow was so terrible that he's shaken and "wounded" by the effort of dodging/blocking it, that he cannot stand much more "damage" during the same battle.</p><p></p><p>Same PC with 10 HP gets "hit" again, and this time being hit means something more physical, hence the ST vs DC 30.</p><p></p><p></p><p></p><p>I didn't consider the stabilization an issue here, and neither going unconscious. I don't see it so interesting for combat that I have to represent it with the rules, but YMMV... sometimes it might indeed be an interesting situation to have a comrade unconscious and you need to save him, but OTOH I would rather have that more rarely (e.g. because of spells or poison) than more often.</p><p></p><p></p><p></p><p>I see your point. Of course players should not mess up with the character sheet everytime they drop to negative HP! I think it could be handled by just counting the equivalent ability penalty (i.e. if you got a total -2 to Str, you simply apply a -1 to all Str-based rolls). Shouldn't be too difficult, but I understand that it is certainly some extra attention required.</p><p></p><p>Would negative levels be easier to track than ability damage? Perhaps an interesting alternative would be to gain a "severe wound" every time you fail the save. These severe wounds would work just like negative levels (same effects), but they get a separate in-game description/explanation, and they don't stack with each other.</p><p></p><p>The idea I have in mind is that characters should be motivated to avoid dropping below HP, like it happen in the normal rules, but the motivation instead of coming from unconsciousness/death comes from accumulating penalties that make the next battles progressively more difficult.</p><p></p><p>I thought ability damage accomplishes that, and I made it random just because I thought that the only alternatives to that would be plain Con damage or damage to ALL abilities, which is likely too deadly.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 4090854, member: 1465"] I must have misunderstood, did you suggest your Wound Threshold [I]in addition[/I] to my rules? I thought you intended it as alternative to my idea, so without the auto-healing after battle, in which case the WT makes combat [I]more[/I] painful, but maybe this is not what you meant. I don't know, but I think it all depends on getting used to the idea of HP as something more general than wounds. Hence for instance, a PC with 50 HP gets "hit" for 40dmg by a massive Ogre's club. He isn't really hit at all, but the blow was so terrible that he's shaken and "wounded" by the effort of dodging/blocking it, that he cannot stand much more "damage" during the same battle. Same PC with 10 HP gets "hit" again, and this time being hit means something more physical, hence the ST vs DC 30. I didn't consider the stabilization an issue here, and neither going unconscious. I don't see it so interesting for combat that I have to represent it with the rules, but YMMV... sometimes it might indeed be an interesting situation to have a comrade unconscious and you need to save him, but OTOH I would rather have that more rarely (e.g. because of spells or poison) than more often. I see your point. Of course players should not mess up with the character sheet everytime they drop to negative HP! I think it could be handled by just counting the equivalent ability penalty (i.e. if you got a total -2 to Str, you simply apply a -1 to all Str-based rolls). Shouldn't be too difficult, but I understand that it is certainly some extra attention required. Would negative levels be easier to track than ability damage? Perhaps an interesting alternative would be to gain a "severe wound" every time you fail the save. These severe wounds would work just like negative levels (same effects), but they get a separate in-game description/explanation, and they don't stack with each other. The idea I have in mind is that characters should be motivated to avoid dropping below HP, like it happen in the normal rules, but the motivation instead of coming from unconsciousness/death comes from accumulating penalties that make the next battles progressively more difficult. I thought ability damage accomplishes that, and I made it random just because I thought that the only alternatives to that would be plain Con damage or damage to ALL abilities, which is likely too deadly. [/QUOTE]
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