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Vitality/Wound points vs Hit points
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<blockquote data-quote="Bendris Noulg" data-source="post: 1508680" data-attributes="member: 6398"><p>"Better" would be subjective, although I've found it's "better" at achieving certain in-game effects (mostly making Criticals more dangerous and allowing mooks the occasional lucky shot, which generally makes combat a less viable option than usual).</p><p> </p><p>The basics of my system can be found in the Health & Resilience document at <a href="http://qtgg.icehex.net/modules.php?op=modload&name=Downloads&file=index&req=viewsdownload&sid=12" target="_blank">this link</a>. A few basics:</p><p> </p><p>Wounds = (Constitution x Size) + BAB</p><p>Critical Threats require the <em>die</em> to be in the threat range listed for the weapon and the <em>Attack roll</em> itself to be 5 higher than Armor Class (Improved Critical rewritten to lower this to 3 higher than AC).</p><p>Weapons do their extra dice, but only the first damage roll applies to Wounds, the others to Vitality.</p><p>Wound Ratings: Minor (less than 50% Wound total, no effects), Major (50%-100% Wound total, minor effects), and Maiming (100+%, major effects). These effects are currently being derived from <em>Torn Assunder</em>.</p><p>Some spells rescaled to effect Wound points directly <em>(cure/cause X wounds</em>, etc.)<em>.</em></p><p>Extra damage dice (such as from sneak attack) only cause +x damage instead of +xd6 when applied to Wounds.</p><p>Undead gain Wound Points from their Charisma score.</p><p> </p><p>This is also coupled by DR for Armor, a Base Defense Bonus that scales with BAB and Defense Rolls instead of static AC, and other odds and ends. We fully implemented W&V about a year ago and started adjusting it to taste. The results have been most excellent. No one's died or been permanently maimed yet (a few close calls, though), but it has eliminated over-dependancy on healing magic and avoids the "fight unhindered until you fall down and bleed to death" effect the Hit Points have.</p><p> </p><p>It also makes jumping out of 100' windows more problematic (Hit Points: Get up and walk away, W&V: Make a big splat).</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 1508680, member: 6398"] "Better" would be subjective, although I've found it's "better" at achieving certain in-game effects (mostly making Criticals more dangerous and allowing mooks the occasional lucky shot, which generally makes combat a less viable option than usual). The basics of my system can be found in the Health & Resilience document at [url=http://qtgg.icehex.net/modules.php?op=modload&name=Downloads&file=index&req=viewsdownload&sid=12]this link[/url]. A few basics: Wounds = (Constitution x Size) + BAB Critical Threats require the [i]die[/i] to be in the threat range listed for the weapon and the [i]Attack roll[/i] itself to be 5 higher than Armor Class (Improved Critical rewritten to lower this to 3 higher than AC). Weapons do their extra dice, but only the first damage roll applies to Wounds, the others to Vitality. Wound Ratings: Minor (less than 50% Wound total, no effects), Major (50%-100% Wound total, minor effects), and Maiming (100+%, major effects). These effects are currently being derived from [i]Torn Assunder[/i]. Some spells rescaled to effect Wound points directly [i](cure/cause X wounds[/i], etc.)[i].[/i] Extra damage dice (such as from sneak attack) only cause +x damage instead of +xd6 when applied to Wounds. Undead gain Wound Points from their Charisma score. This is also coupled by DR for Armor, a Base Defense Bonus that scales with BAB and Defense Rolls instead of static AC, and other odds and ends. We fully implemented W&V about a year ago and started adjusting it to taste. The results have been most excellent. No one's died or been permanently maimed yet (a few close calls, though), but it has eliminated over-dependancy on healing magic and avoids the "fight unhindered until you fall down and bleed to death" effect the Hit Points have. It also makes jumping out of 100' windows more problematic (Hit Points: Get up and walk away, W&V: Make a big splat). [/QUOTE]
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