Wound Levels health system

Jeph

Explorer
I'm considering trying to make a 'wound level' system, loosely modeled after the White Wolf one. Here's what I've got so far:

Characters start with 10 Wound Levels: four -0, three -1, two -2, and 1 -4. The Toughness feat grants 1 additional -0 level. Add 1 additional Level of each penelty per size category above Medium, and subtract 1 of each penalty per size category below Medium (minimum 1 of each penalty). Characters loose levels of a lower penalty first. When a character loses their last -4 level, they must make a few saves, or die. :eek:

When a character takes damage, they must make a Fortitude save (DC 10 + damage dealt). If they fail, they lose 1 Wound Level, plus one additional Wound Level for every 5 points by which they failed the save. If the weapon damage die was d8 or d10, they lose 1 additional Wound Level. If the die was d12 or 2d8, they lose 2 more levels, and so on.

Characters suffer a penalty to all attacks, saves, and checks equal to the highest Wound Level that they have. For instance, Jimmy had a fight with a pretty nasty wyrm. He had taken Toughness twice, but lost 10 levels in the battle. He now has only a -2 and a -4 level left. He suffers a -2 penalty on all attacks, saves, and checks.

I'm thinking that it might be a good idea to provide a seperate Damage Save, not just use Fort. Why? Fort would become SUPER POWERFUL. And the progression is too low for the types of damage that a 10th level Fighter can deal.

Thoughts? Questions?
 
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Losing one of each level for each size under medium is pretty harsh. That means that gnomes and halflings (a benefit to any party) have only a meager six wound levels until their toasty.

How about just hacking off two levels total for each size below medium, and adding only two levels for each size above medium. A little more balanced when you look at things.

The only thing that crops up is the damage (as you said). I tried this with 2e and had to basically redo all the weapon damage. Not bad if you relegate properly. That is, a sword is a sword, a knife is a knife, etc. Then you balance it by just giving weapons abilities like reach or trip bonuses. With the diversity of mundane bonuses for 3e it would work great.

Oh yeah, you can also allow a soak check. Each armour type gives a different amount and the character can make one check for each +1 in constitution and dexterity (dodging and stiff-upper lip you could say). I would use the fort save though because it's already there and won't require more book work, as is the case with a whole new saving throw.

No reason it shouldn't work.
 

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