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<blockquote data-quote="reanjr" data-source="post: 1657759" data-attributes="member: 20740"><p>Now, I like running deadly campaigns, so some of this might be a bit harsh, but bear with me for how I implemented the wound/vitality system. It's more inspired by UA than based on.</p><p></p><p> - WP=Con score</p><p> - Dying at 0 WP, For DC 15 to stabalize</p><p> - While at 0 or less, you lose 1 hp/round until stabalized</p><p> - Dead at -10</p><p> - Unconscious at 0 VP</p><p> - -2 to everything if you are not at full WP</p><p> - Criticals go directly to WP, but do not multiply dmg*</p><p> - Do not apply Con bonus to rolling VP (they have already benefited by having higher WP, this skews the game to more hp at lower levels and fewer at higher levels)</p><p> - Static modifiers to hit points (i.e. Toughness) apply to WP. Rolled modifiers to hit points go on VP. So cure light wounds (1d8+1) would heal 1d8 VP and 1 WP. Healing WP rolls over to VP, but not the other way around. Heal heals all WP, then rolls over into VP. Conversely, harm affects both WP and VP, but cannot take the last point of either. This is more a guideline than a rule, there are several exceptions that I'm sure you can come up with on your own.</p><p> - naturally heal 1 WP/night of rest (even at higher levels, still 1) and a number of VP equal to you hit dice/levels per hour of rest.</p><p> - creatures without a Con score use their VP as their WP and do not suffer the effects of not having full WP.</p><p> - due to logistical reason, you may want to subtract a creature's size modifier from their WP (subtracting a negative number is adding). This is a bit more realistic and it can offset the problem of weak large creatures with lots of Hit Dice (due to not applying the Con bonus).</p><p></p><p>This method basically uses the W/V system to extend the 0 hit point range of health. This makes it more realistic, as you have a period where you are injured and still fighting. This also makes critical hits more important as they can kill a creature with low Con/high Hit Dice quicker.</p><p></p><p>While you have a valid point that creatures with high Fort are going to not die as often, I see this as a logical leap (they are simply better at bouncing back). High level character's with high Fort saves also have a propensity for going from healthy to dead alot more, so allowing the high scaling Fort save might balance that out. If you are worried about scaling, use raw Con and change the DC to 10. I think my system addresses all other points.</p><p></p><p>*Actually a bit more complicated. Subtract 1 from the multiplier. If it is now x1, then all damage goes to WP. If it is greater than 1, 1x dmg goes to WP, the rest to VP. Otherwise a x3 or x4 weapon has been nerfed.</p></blockquote><p></p>
[QUOTE="reanjr, post: 1657759, member: 20740"] Now, I like running deadly campaigns, so some of this might be a bit harsh, but bear with me for how I implemented the wound/vitality system. It's more inspired by UA than based on. - WP=Con score - Dying at 0 WP, For DC 15 to stabalize - While at 0 or less, you lose 1 hp/round until stabalized - Dead at -10 - Unconscious at 0 VP - -2 to everything if you are not at full WP - Criticals go directly to WP, but do not multiply dmg* - Do not apply Con bonus to rolling VP (they have already benefited by having higher WP, this skews the game to more hp at lower levels and fewer at higher levels) - Static modifiers to hit points (i.e. Toughness) apply to WP. Rolled modifiers to hit points go on VP. So cure light wounds (1d8+1) would heal 1d8 VP and 1 WP. Healing WP rolls over to VP, but not the other way around. Heal heals all WP, then rolls over into VP. Conversely, harm affects both WP and VP, but cannot take the last point of either. This is more a guideline than a rule, there are several exceptions that I'm sure you can come up with on your own. - naturally heal 1 WP/night of rest (even at higher levels, still 1) and a number of VP equal to you hit dice/levels per hour of rest. - creatures without a Con score use their VP as their WP and do not suffer the effects of not having full WP. - due to logistical reason, you may want to subtract a creature's size modifier from their WP (subtracting a negative number is adding). This is a bit more realistic and it can offset the problem of weak large creatures with lots of Hit Dice (due to not applying the Con bonus). This method basically uses the W/V system to extend the 0 hit point range of health. This makes it more realistic, as you have a period where you are injured and still fighting. This also makes critical hits more important as they can kill a creature with low Con/high Hit Dice quicker. While you have a valid point that creatures with high Fort are going to not die as often, I see this as a logical leap (they are simply better at bouncing back). High level character's with high Fort saves also have a propensity for going from healthy to dead alot more, so allowing the high scaling Fort save might balance that out. If you are worried about scaling, use raw Con and change the DC to 10. I think my system addresses all other points. *Actually a bit more complicated. Subtract 1 from the multiplier. If it is now x1, then all damage goes to WP. If it is greater than 1, 1x dmg goes to WP, the rest to VP. Otherwise a x3 or x4 weapon has been nerfed. [/QUOTE]
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