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Vitality/Wound points variant (4e to 3e)
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<blockquote data-quote="Li Shenron" data-source="post: 4090870" data-attributes="member: 1465"><p><strong>Take #2</strong></p><p></p><p>So, if I replace ability damage with "severe wounds" (negative levels), how does it look? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>----------------------------------------------------------------------------------------------------</p><p></p><p><strong>Simplified Vitality/Wound points</strong> </p><p></p><p>- HP above 0 work normally, 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.</p><p></p><p>- When dropped down to 0 or less, the character becomes DISABLED (can take only partial actions). HP are defaulted to 0.</p><p></p><p>- While DISABLED, each attack or spell that deals damage instead triggers a Fort save (DC = damage dealt); failure results in one "severe wound" each full 10 points of damage taken (if damage taken is less than 10p, no need to roll the save). The attack that drops you below 0 in the first place also triggers the save, but you only count the part of the damage that actually brings you to negative HP.</p><p></p><p>- A "severe wound" works like a negative level, giving the same penalties (and a character dies if he has SW equal or more than his level), but don't stack with negative levels, and if you fail the Fort save after 24 hours you do not lose class levels (you just keep the wound for another 24 hours, then save again)</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 severe wounds</p><p></p><p></p><p><strong>Natural healing (full night rest)</strong> </p><p></p><p>- works as normal, except that it is obviously irrelevant to HP</p><p></p><p>------------------------------------------------------------------------------------------------------</p><p></p><p>Is this too complicated? I want to make it as simple as possible, so that it's easy to remember without ever looking that up again.</p><p></p><p>To simplify more, maybe we can forget about negative HP altogether. I was keeping track of them so that if you want to go back to positive HP DURING the battle, you may need more or greater healing spells depending on the current negative number. But really this is not needed at all! I changed it so that you are just at 0 HP, and you don't bother about keeping track of the exact number (although if you drop directly down to -X, you already need a first saving throw).</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 4090870, member: 1465"] [b]Take #2[/b] So, if I replace ability damage with "severe wounds" (negative levels), how does it look? :) ---------------------------------------------------------------------------------------------------- [B]Simplified Vitality/Wound points[/B] - HP above 0 work normally, 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. - When dropped down to 0 or less, the character becomes DISABLED (can take only partial actions). HP are defaulted to 0. - While DISABLED, each attack or spell that deals damage instead triggers a Fort save (DC = damage dealt); failure results in one "severe wound" each full 10 points of damage taken (if damage taken is less than 10p, no need to roll the save). The attack that drops you below 0 in the first place also triggers the save, but you only count the part of the damage that actually brings you to negative HP. - A "severe wound" works like a negative level, giving the same penalties (and a character dies if he has SW equal or more than his level), but don't stack with negative levels, and if you fail the Fort save after 24 hours you do not lose class levels (you just keep the wound for another 24 hours, then save again) [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 severe wounds [B]Natural healing (full night rest)[/B] - works as normal, except that it is obviously irrelevant to HP ------------------------------------------------------------------------------------------------------ Is this too complicated? I want to make it as simple as possible, so that it's easy to remember without ever looking that up again. To simplify more, maybe we can forget about negative HP altogether. I was keeping track of them so that if you want to go back to positive HP DURING the battle, you may need more or greater healing spells depending on the current negative number. But really this is not needed at all! I changed it so that you are just at 0 HP, and you don't bother about keeping track of the exact number (although if you drop directly down to -X, you already need a first saving throw). [/QUOTE]
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