Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
VP/WP for d20 M?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ledded" data-source="post: 1232715" data-attributes="member: 12744"><p>There are a few variations, and there are a few not based on SW that arent specifically termed Vitality/Wound points.</p><p></p><p>Here is what we use in our game:</p><p></p><p>Wound Points (WP) is the amount of actual physical damage you can take. Vitality Points (VP) is your ability to avoid damage through experience, luck, or being quick enough to not get hit badly; it is the bruises, scrapes, pulled muscles, and exhaustion that comes from being in an intense situation.</p><p></p><p>You get as many WP as your con score. Con 12 = 12 WP. You get VP just like regular hit points, constitution modifier applies. A first level strong hero with a con of 14 is going to start with 14 WP, and 10 VP.</p><p></p><p>'Ordinaries' either dont get VP or get a very limited amount if they have no heroic classes.</p><p></p><p>Damage goes to VP first, then goes to WP. A critical hit goes directly to WP, bypassing VP altogether, but does not multiply.</p><p></p><p>If you take any amount of WP damage, you must make a save DC of 5 (or 10, for grittier option) + <total amount of WP damage taken in that round>. Failure means unconsciousness for 1d4 rounds. Having taken any WP damage, you are fatigued (you cannot run or charge, and take a -2 penalty to str and dex).</p><p></p><p>'Non-lethal' damage goes to VP first, but never actually causes WP damage. You are still fatigued, and do have to make the saves as if you took WP damage to avoid being knocked out. </p><p></p><p>You can take the toughness feat to gain an additional +3 WP. Tough hero talents applying to hit points apply to WP. Treat injury can allow you to regain WP faster for continuous care (up to 3 per day, I think).</p><p></p><p>You gain your level in VP every hour of rest/light activity. You gain 1 WP of healing back every day you receive 8 hours of rest. Damage reduction applies only to WP, because when you take VP in effect you didnt really get 'hit'. We allow armors to give damage reduction based on material (the basic system is that light armor gives DR1, medium DR2, heavy DR3).</p><p></p><p>Add one die of damage to all ballistic weapons/firearms (a 9mm does 3d6 instead of 2d6) which is how SW is modelled, and is the advice given in Ultra Modern Firearms. Some argue that you should apply this to melee or non-firearm weapons also, feel free to do so if it floats your boat... to us it works great like it is.</p><p></p><p>It's not quite as gritty as the Massive Damage rules, but we like it because it is a bit more easier to determine if someone is really hurt or just merely winded (more cinematic) while still being fairly gritty (a crit from a 10ga shotgun -3d10- or assault rifle has a good chance of killing anyone outright). Because damage for firearms is increased, people still dont try to go toe-to-toe but it's not quite as unforgiving as the massive damage system. Double-taps and Bursts from larger caliber weapons are very scary indeed (burst from a .50 cal = 5d12 damage).</p><p></p><p>We also use several feats from the UMF and other sources that allow increase in save DC for autofire so that it is a bit more scary at higher level encounters. </p><p></p><p>Our low-magic spell system is a custom job by our GM, with lower spells costing you VP, higher ones costing WP, and the highest costing ability point damage, or a combination of the former.</p></blockquote><p></p>
[QUOTE="ledded, post: 1232715, member: 12744"] There are a few variations, and there are a few not based on SW that arent specifically termed Vitality/Wound points. Here is what we use in our game: Wound Points (WP) is the amount of actual physical damage you can take. Vitality Points (VP) is your ability to avoid damage through experience, luck, or being quick enough to not get hit badly; it is the bruises, scrapes, pulled muscles, and exhaustion that comes from being in an intense situation. You get as many WP as your con score. Con 12 = 12 WP. You get VP just like regular hit points, constitution modifier applies. A first level strong hero with a con of 14 is going to start with 14 WP, and 10 VP. 'Ordinaries' either dont get VP or get a very limited amount if they have no heroic classes. Damage goes to VP first, then goes to WP. A critical hit goes directly to WP, bypassing VP altogether, but does not multiply. If you take any amount of WP damage, you must make a save DC of 5 (or 10, for grittier option) + <total amount of WP damage taken in that round>. Failure means unconsciousness for 1d4 rounds. Having taken any WP damage, you are fatigued (you cannot run or charge, and take a -2 penalty to str and dex). 'Non-lethal' damage goes to VP first, but never actually causes WP damage. You are still fatigued, and do have to make the saves as if you took WP damage to avoid being knocked out. You can take the toughness feat to gain an additional +3 WP. Tough hero talents applying to hit points apply to WP. Treat injury can allow you to regain WP faster for continuous care (up to 3 per day, I think). You gain your level in VP every hour of rest/light activity. You gain 1 WP of healing back every day you receive 8 hours of rest. Damage reduction applies only to WP, because when you take VP in effect you didnt really get 'hit'. We allow armors to give damage reduction based on material (the basic system is that light armor gives DR1, medium DR2, heavy DR3). Add one die of damage to all ballistic weapons/firearms (a 9mm does 3d6 instead of 2d6) which is how SW is modelled, and is the advice given in Ultra Modern Firearms. Some argue that you should apply this to melee or non-firearm weapons also, feel free to do so if it floats your boat... to us it works great like it is. It's not quite as gritty as the Massive Damage rules, but we like it because it is a bit more easier to determine if someone is really hurt or just merely winded (more cinematic) while still being fairly gritty (a crit from a 10ga shotgun -3d10- or assault rifle has a good chance of killing anyone outright). Because damage for firearms is increased, people still dont try to go toe-to-toe but it's not quite as unforgiving as the massive damage system. Double-taps and Bursts from larger caliber weapons are very scary indeed (burst from a .50 cal = 5d12 damage). We also use several feats from the UMF and other sources that allow increase in save DC for autofire so that it is a bit more scary at higher level encounters. Our low-magic spell system is a custom job by our GM, with lower spells costing you VP, higher ones costing WP, and the highest costing ability point damage, or a combination of the former. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
VP/WP for d20 M?
Top