Wound Levels: REVISED EDITION (That means this thread is special!)

Jeph

Explorer
OK, I've reworked my Wound Levels system.

This is designed as an alternative to Hit Points. Characters do not have Hit Points, VP, WP, or anything like that. Instead, they have 10 Wound Levels.

How Many Wound Levels Do I Have?

All characters have 10 Wound Levels: 1 Dead level, 1 Dying level, 1 Unconcious level, 1 Disabled level, 1 -4 level, 2 -2 levels, and 3 -0 levels. When you lose levels, you lose -0 levels before -2, -2 levels before the -4 level, the -4 level before Disabled, Disabled before Unconcious, Unconcious before Dying, and Dying before Dead. You function according to your highest remaining Wound Level. The Levels are detailed below:

-0: A bit battered, a bit bruised, but no big deal. You suffer no penalty.
-2: You have been wounded substantially, and suffer a -2 penalty to all attacks, saves, and checks, as well as to AC. In order to cast a spell, you must succeed at a Concentration check (DC 5 + the spell's level). You move at -5' speed.
-4: You have suffered terrible wounds. You suffer a -24 penalty on all attacks, saves, and checks, as well as to AC. In order to cast a spell, you must succeed at a Concentration check (DC 10 + the spell's level). You move at -10' speed.
Disabled: You are so badly hurt that you can barely move. You may only take a partial action or 5' step each turn. If you take a partial action, you must make a Fortitude save (DC 20) or fall to the Unconcious level. If you do take any actions, you suffer penalties as if at the -4 level.
Unconcious: You are knocked out, from lack of energy, blood loss, and pain. You may take no actions, and are considered Helpless. Each minute for 3 minutes, you must make a Fortitude save (DC 15). Failure means that you drop to the Dying level. Success by 5 or more means that you return to the Disabled level, regaining conciousness. After the three minutes are up, if you are still at the Unconcious level, you have stabalized, and are merely sleeping.
Dying: You are mortally wounded, and on the verge of passing over into the other realms. Each round, you must make a Fortitude save (DC 15) or drop to the Dead level. Success by 5 or more means that you return to the Unconcious level.
Dead: The name just about says it all. Tear up that sheet, pick up those d6s, and choose your new class and race. :D

Characters may gain more -0 levels as they gain levels, or if they take the Toughness feat. The Toughness feat grants a character 1 more -0 level, and can be taken multiple times. It's effects stack.

Characters gain extra -0 wound levels according to HD type and level:

d4 HD: Gain additional -0 wound levels at levels 3, 8, 13, and 18.
d6 HD: Gain additional -0 wound levels at levels 2, 6, 10, 14, and 18.
d8 HD: Gain additional -0 wound levels at levels 1, 4, 7, 10, 13, 16, and 19.
d10 HD: Gain additional -0 wound levels at levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19.
d12 HD: Gain additional -0 wound levels at levels 1, 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19, and 20.

So, a Cleric 4/Barbarian 4 has 5 additional Wound Levels, and a Wizard 13 has 3 additional Wound Levels.

Now I've got these Wound Level Thingummies. How do I get rid of them?

You really don't want to, but they can be taken away from you. If you're a PC, they'll be taken away quite often. Here's how.

Whenever you take damage, you must make a Damage Save. The DC is equal to 10 + damage dealt. If you succeed, you drop 1 Wound Level. If you fail, you drop 1 Wound Level, and must repeat the save. (This can be brutally dangerous at times: If characters get hit for a high amount of damage, they won't be able to save except on a nat 20, so they're pretty sure to drop quite a few levels. Conversely, some wounds are negligable, such as a dagger: DC of 11 to 14. Easy. But a dagger on a crit . . . up to DC 18, wich is just wicked for low level characters. I like the way this plays out.)

So, what the heck is this 'damage save' thingummy? Is it like a Fortitude save? Well, kinda. Your Damage Save Bonus is your Base Damage Save Bonus (more on that later) plus your Constitution modifier plus 1/2 your combined Armor, Natural Armor, and Deflection bonuses to AC, and then another +2 if you have the Damage Soak feat (Prereqs: Toughness. Benefit: +2 to Damage Saves).

Your Damage Save bonus depends on your Hit Die. For d10 and d12 HD characters, your Base Damage Save Bonus is like the fortitude save of a fighter. For d8 and d6 HD characters, the Base Damage Save Bonus is like the fortitude save of a Scout. You know the SWRPG. Starts at +1, ends at +9. Good stuff. Anyway, for d4 HD characters, sucks to be you: damage save progression as a wizard's fortitude.

Okay, big scarry monsters have taken away all my Wound Levels. I want them back! NOW!

Haha! Tooooo bad! You only heal 1 wound level per day. However, with a Fortitude save (DC 12 + 3 times the number of Wound Levels below the maximum that you're at) you recover a number equal to your Constitution modifier or +1, whichever is greater. A character can make a Heal check (Same DC as the Fort save) to increase your daily recovery by 1 Wound Level.

Oh, right. Clerics. Healing spells. Well, you're in luck: you can get you're wound levels back NOW, as you said. Cure spells heal 1 Wound Level per die that they would normally heal, +1 level per full 5 points of damage that would be healed because of caster level. So, a 2d8+8 Cure Moderate Wounds would heal 2 (dice) +1 (level) = 3 Wound Levels.

Well, that's all for now! Any and all feedback is highly appreciated. TIV,

-Jeph
 

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Thinly disguised *BUM*

Hey, I forgot the Large and Small Creatures section. How could I! :eek:

So, do larger and smaller creatures get anything special?

Yep, they sure do! Each size category above medium grants a cumulative +2 bonus on the Damage save, and each size category below medium recieves a cumulative -2 penalty.

In addition, Huge and Gargantuan creatures recieve +1 -0 Wound Levels, and Collossal creatures recieve two more -0 levels. Tiny and Diminuitive have a base of only 2 -0 levels, and Fine creatures hve only 1 -0 level.

To compensate for this, Halflings and Gnomes need a bit of a boost. Gnomes gain Resiliancy: Because they are so tough, Gnomes do not suffer the normal -2 penalty to Damage Saves that applies to most small creatures. Halflings have their bonus to Climb, Jump, and Move Silently increased to +4 from +2.

You mentioned some feats. Could you clarify?

Yes, I can. Not only that, but I will:

Toughness [General, Fighter]
You are incredibly tough.
Benefit: You gain 1 bonus -0 Wound Level.
Special: This feat may be taken multiple times. It's effects stack.

Damage Soak [General, Fighter]
You can roll with a punch, and keep on going.
Prerequisites: Toughness
Benefit: You gain a +2 bonus to Damage Saves.

Quick Recovery [General, Fighter]
Your wounds heal quickly, and you regain your strength at a rapid rate.
Prerequisites: Toughness
Benefit: You heal +1 wound levels per day of rest.
 

My initial impression is to be pleased by its simplicity.

I am slightly worried that it might serve to bog down combat-- you not only have separate wound and damage rolls, you add at least one save roll to every successful hit. Has that proven to be a burden in testing?

This also might increase the power gap between low levels and high levels (although that hardly seems possible), as the same sword hit is more likely to cause catastrophic damage to a low level person than one of higher levels. But that may be a feature instead of a problem.
 

Quick analysis - 10d6 direct damage spell vs level 10 wizard with 14 Con.

Wizard has 12 wound levels.

Fireball deals 35 damage.

Damage Save DC 45.

Save bonus: +5, maybe increased to +17 with magic.

Result: 54% chance that wizard will fail all 12 saves and die instantly.

95% chance to fail 1 save
90% fails 2 saves
85% fails 3
81% fails 4
77% fails 5
74% fails 6
70% fails 7
66% fails 8
63% fails 9
60% fails 10
56% fails 11
54% fails 12

---

Using the HP system, wizard has 46 hit points, and survives with 11 hit points.

---

I'm not saying this is good or bad - just a quick analysis.
 

This was designed for a low-magic campaign (should have said that earlier), with a manna point/spell-factor system of my own division. Neither has undergone much testing yet, they are both still in the preliminary stages. There are only 4 base classes: 1 emphasizing combat (Warrior), 1 Skills (Expert--10+ int skills/level, gets huge skill bonuses, sucks in combat), 1 stealth (the Shadow, like a rogue, but less sneak attack damage/skills, more stealth), and 1 magic (the Mage). For a 10th level mage to deal that much damage, they'd nead to spend 35 Manna, and they only have 125 (so they couldn't even do it 4 times in a day). And even a normal Wizard could boost their Damage Save with Mage Armor (+2 bonus), and polymorph into something with some rediculously high Natural Armor. And if they have high Dex and some save-boosting items, they could cut the damage save DC down to 28. There are always the Toughness and Damage Soak feats.

Of course, the Fireball could be Empowered . . .

If you want, I can give you more details on the 4-class system, and the magic system.
 

Okay, this would be the same scenario for the same level 10 wizard with a +11 damage save +3 for class, +2 for Con, +6 (one half of +4 for Mage Armor, +2 for a ring of protection +2, +7 natural for being polymorphed into a Troll) getting hit for 31 damage. 31 damage is not unheard of for CR 10 encounters, even in a low-magic game.

And that is assuming we are talking high-magic enough that the spellcaster has been polymorphed. If he's not that kind of min-maxer (or happens to LIKE being human), he's only living with a +8 damage save. So, he's looking at being the centre of a squish-fest from a single blow from a hill giant.

Again, this is just me twiddling with the rules as presented. I feel it makes the low-hit point classes VERY weak damage-wise. This is GREAT for games that don't emphasize combat.
 

I think you're right: the rate of increase in damage save does not compare to the rate of increase in actual damage. How could this be fixed? How bout, alternate damage save progressions, and DC is 5 + damage? maybe . . .

Lv . Low . Med . High
01 . +01 . +02 . +04
02 . +02 . +03 . +05
03 . +02 . +03 . +05
04 . +02 . +04 . +06
05 . +03 . +04 . +06
06 . +03 . +05 . +07
07 . +04 . +05 . +08
08 . +04 . +06 . +08
09 . +04 . +06 . +09
10 . +05 . +07 . +09
11 . +05 . +07 . +10
12 . +06 . +08 . +11
13 . +06 . +08 . +11
14 . +06 . +09 . +12
15 . +07 . +09 . +12
16 . +07 . +10 . +13
17 . +08 . +10 . +14
18 . +08 . +11 . +14
19 . +08 . +11 . +15
20 . +09 . +12 . +15

Or maybe 2 -4 levels, 3 -2 levels, and 4 + con modifier -0 levels? Or maybe keep DC at 10+, but add extra levels? suggestions?
 

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