JoeBlank
Explorer
My group is debating a Vitality Point/Wound Point system, mainly because we dislike healing magic and see this as a way to make it much more rare.
Alternatives to hit points and other combat systems are being debated here: http://enworld.cyberstreet.com/showthread.php?s=&threadid=38946&perpage=40&pagenumber=2
I started this thread to get advice on VP/WP, and mentioned hong in the title because his system seems pretty good to me:
http://www.zipworld.com.au/~hong/dnd/vpwp_dnd.htm
My main question is how do CON increases (buff spells and items, rage, etc.) handled? If WP = CON (or something like that in hong's system), then can my raging barbarian take even more WP before he starts dying?
Otherwise, I would love to hear opinions on VP/WP systems. My version, based on hong's primarily but keeping the term WP, has been proposed to my group as follows:
a - As long as a character is at positive hit points, he heals 1
HP/level/hour of rest. (Just like #2, above)
b - Use CON score as a form of wound points (WP).
c - There are no negative HP, once you run out of HP you take WP. When you have 0 HP you are staggered, can only take partial actions. (you are still on your feet, but moving slowly)
d - A character with 0 WP to –9 WP is unconscious and dying. A dying creature loses one WP each round unless stabilised. See the usual rules in the PHB for dying creatures.
e - A character with –10 WP is dead.
f - If a character's HP total is 0 or lower, their WP are regained
at the rate of 1 point per day. Can be increased to 2/day using Heal skill. Once a character's WP reach maximum (CON), they regain regular hit points at the faster rate mentioned above in section a.
Personally, here is why I like each sub-part:
a - fixes our magic healing problem. We can start making magic
healing increasingly rare, and our charactes will still be able to
adventure and just rest between tough encounters when the situation allows it.
b - I like using CON as 'wound points' or whatever you want to call them, some people should be just a little tougher. We could throw in the proposal of the Toughness feat adding to WP too, so taking Toughness adds 3 HP and 3 WP.
c - This simulates someone who is hurt but can still act, and I like
that, rather than the "Hey look at me, I have 1 HP and am just as
healthy as when I had 50 HP, but oh no, now I stubbed my toe and am dying, can not act at all" situation. Puts a level of injury between fighting and dying. Note definition - Partial Action: As a general rule, a combatant can do as much with a partial action as a combatant could with a standard action minus a move. So you can still attack, but can't attack and move. Or you could move, but not attack.
d - Once you get past the CON=wound points situation, things go back to normal, just like being at negative HP under the normal rules.
e - Again, just like normal rules.
f - Like this slower healing rate for being at 0 HP and having WP
damage, it balances with the faster rate for when you are at
positive HP. Still debatable, as it will slow down the game if we
make healing magic go away completely, but I don't think we will do that. So now, for example, we have a good reason to hang on to his rare CLW spells or potions. If anyone in the group loses all thier HP and takes WP damage, that person will be out of it for days without magic healing.
Thanks for any advice and/or comments
Alternatives to hit points and other combat systems are being debated here: http://enworld.cyberstreet.com/showthread.php?s=&threadid=38946&perpage=40&pagenumber=2
I started this thread to get advice on VP/WP, and mentioned hong in the title because his system seems pretty good to me:
http://www.zipworld.com.au/~hong/dnd/vpwp_dnd.htm
My main question is how do CON increases (buff spells and items, rage, etc.) handled? If WP = CON (or something like that in hong's system), then can my raging barbarian take even more WP before he starts dying?
Otherwise, I would love to hear opinions on VP/WP systems. My version, based on hong's primarily but keeping the term WP, has been proposed to my group as follows:
a - As long as a character is at positive hit points, he heals 1
HP/level/hour of rest. (Just like #2, above)
b - Use CON score as a form of wound points (WP).
c - There are no negative HP, once you run out of HP you take WP. When you have 0 HP you are staggered, can only take partial actions. (you are still on your feet, but moving slowly)
d - A character with 0 WP to –9 WP is unconscious and dying. A dying creature loses one WP each round unless stabilised. See the usual rules in the PHB for dying creatures.
e - A character with –10 WP is dead.
f - If a character's HP total is 0 or lower, their WP are regained
at the rate of 1 point per day. Can be increased to 2/day using Heal skill. Once a character's WP reach maximum (CON), they regain regular hit points at the faster rate mentioned above in section a.
Personally, here is why I like each sub-part:
a - fixes our magic healing problem. We can start making magic
healing increasingly rare, and our charactes will still be able to
adventure and just rest between tough encounters when the situation allows it.
b - I like using CON as 'wound points' or whatever you want to call them, some people should be just a little tougher. We could throw in the proposal of the Toughness feat adding to WP too, so taking Toughness adds 3 HP and 3 WP.
c - This simulates someone who is hurt but can still act, and I like
that, rather than the "Hey look at me, I have 1 HP and am just as
healthy as when I had 50 HP, but oh no, now I stubbed my toe and am dying, can not act at all" situation. Puts a level of injury between fighting and dying. Note definition - Partial Action: As a general rule, a combatant can do as much with a partial action as a combatant could with a standard action minus a move. So you can still attack, but can't attack and move. Or you could move, but not attack.
d - Once you get past the CON=wound points situation, things go back to normal, just like being at negative HP under the normal rules.
e - Again, just like normal rules.
f - Like this slower healing rate for being at 0 HP and having WP
damage, it balances with the faster rate for when you are at
positive HP. Still debatable, as it will slow down the game if we
make healing magic go away completely, but I don't think we will do that. So now, for example, we have a good reason to hang on to his rare CLW spells or potions. If anyone in the group loses all thier HP and takes WP damage, that person will be out of it for days without magic healing.
Thanks for any advice and/or comments
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