DonAdam
Explorer
Here's the VP/WP system I plan on implementing, based on the star wars system:
Hit points will become vitality points.
Wound points will equal Con score, adjusted for size for creatures larger than Large and smaller than Small.
Armor will provide damage reduction equal to its armor bonus for wound points only.
Class defense will follow the original 3 progressions from the original star wars core rulebook. Wizards and Sorcs will get the lowest progression, Monks and Rogues will get the highest progression, everyone else will get the medium progression.
All weapons will deal double what they deal now (so a greatsword will deal 4d6).
No crit multipliers. Add crit mod -2 to present threat range.
Improved Crit adds 1 to threat range.
Shields will provide a cover bonus to AC (which also means that those characters are not vulnerable to attacks of opportunity).
Two-handed weapons will deal double strength damage.
Deflection bonuses will still be to Defense, not damage reduction.
Monk's wisdom bonus to AC and class bonus will stack as an armor bonus to DR (so it won't stack with bracers of armor).
Sneak attack is getting replaced with a precise attack variation (can't have someone doing 10d6 damage to wounds).
All spells will get bumped by 1 die. All elemental and force damage will bypass half of nonmagical DR (so full plate +2 would provide a 6 DR). Positive and negative energy will ignore DR.
Healing/inflicting spells will heal/do 1 WP of damage per die of healing, full healing on VP.
So, I have a couple of issues that need resolving, specifically with monsters.
Keep in mind that I don't care if CR's are thrown off a little. I don't use them to award experience anyway, so I don't need precise numbers. However, I still want tough monsters to be tough.
Natural Armor: I'm thinking it will stay on AC (so that I don't have to give monsters a class bonus to defense) AND count 1/2 for DR.
Damage Reduction: Should this apply to VP and WP or just WP?
Fast Healing: VP? WP? Both?
Regeneration: VP? WP? Both?
Energy Resistance: Same question. I'm thinking VP too on this one (otherwise that measly 5 from Resist Elements doesn't mean anything).
Has anyone dealt with these issues? Does anyone have any ideas?
Hit points will become vitality points.
Wound points will equal Con score, adjusted for size for creatures larger than Large and smaller than Small.
Armor will provide damage reduction equal to its armor bonus for wound points only.
Class defense will follow the original 3 progressions from the original star wars core rulebook. Wizards and Sorcs will get the lowest progression, Monks and Rogues will get the highest progression, everyone else will get the medium progression.
All weapons will deal double what they deal now (so a greatsword will deal 4d6).
No crit multipliers. Add crit mod -2 to present threat range.
Improved Crit adds 1 to threat range.
Shields will provide a cover bonus to AC (which also means that those characters are not vulnerable to attacks of opportunity).
Two-handed weapons will deal double strength damage.
Deflection bonuses will still be to Defense, not damage reduction.
Monk's wisdom bonus to AC and class bonus will stack as an armor bonus to DR (so it won't stack with bracers of armor).
Sneak attack is getting replaced with a precise attack variation (can't have someone doing 10d6 damage to wounds).
All spells will get bumped by 1 die. All elemental and force damage will bypass half of nonmagical DR (so full plate +2 would provide a 6 DR). Positive and negative energy will ignore DR.
Healing/inflicting spells will heal/do 1 WP of damage per die of healing, full healing on VP.
So, I have a couple of issues that need resolving, specifically with monsters.
Keep in mind that I don't care if CR's are thrown off a little. I don't use them to award experience anyway, so I don't need precise numbers. However, I still want tough monsters to be tough.
Natural Armor: I'm thinking it will stay on AC (so that I don't have to give monsters a class bonus to defense) AND count 1/2 for DR.
Damage Reduction: Should this apply to VP and WP or just WP?
Fast Healing: VP? WP? Both?
Regeneration: VP? WP? Both?
Energy Resistance: Same question. I'm thinking VP too on this one (otherwise that measly 5 from Resist Elements doesn't mean anything).
Has anyone dealt with these issues? Does anyone have any ideas?