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Wound Points and Vitality Points
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<blockquote data-quote="reanjr" data-source="post: 2098372" data-attributes="member: 20740"><p>Wound is health = Con score. Vitality is stamina = non-con-modded Hit Dice. Vitality rolls over to WP. Crits only 1x on Wound, rest goes to Vitality. Heal 1 WP + Con Mod per night of rest. Heal 1 VP/level per hour of rest. At 0 VP, unconscious (if you have even 1 VP you are conscious even if you have 0 WP). Each round if at 0 VP you have WP left, you may make a Fort save DC 15 to take a WP and turn it into a VP, staying or regaining consciousness. At 0 WP, Fort save DC 10 or dying (when you begin dying you lose all VP). While at 0 WP, every hit causes an additional Fort save DC 10+Damage dealt. Every action causes Fort save DC 15. If you fail, you begin dying. While dying, Fort save DC 15 +1/round spent dying to stabalize and DC 5 +1/round spent dying to avoid death. Healing/Wounding spells (cure/inflict) cause vitality damage for the dice rolled and wound damage for the additional points per level. Toughness adds WP. Improved Toughness adds VP. Undead and Constructs use their VP scores as their WP (Undead add their Charisma to this). Penalties for not being at max WP (injured): 1/2+ = -2; 1/4-1/2 = -4; <1/4 = -6. These penalties apply to any D20 roll and do not apply to Undead and Constructs. There are several other rules to clean up some inconsistencies, but that's the majority of it.</p><p></p><p>[edit] This system causes people to fall a little easier, but it's MUCH harder to kill them. TPK is generally the only way people died (or dying left behind and killed while unconscious). Clerics become wonderful bonuses rather than required members of the party. Lots of fun and I summarized the majority of the rules in a paragraph from memory (we haven't played with this system for 6 months or so).</p></blockquote><p></p>
[QUOTE="reanjr, post: 2098372, member: 20740"] Wound is health = Con score. Vitality is stamina = non-con-modded Hit Dice. Vitality rolls over to WP. Crits only 1x on Wound, rest goes to Vitality. Heal 1 WP + Con Mod per night of rest. Heal 1 VP/level per hour of rest. At 0 VP, unconscious (if you have even 1 VP you are conscious even if you have 0 WP). Each round if at 0 VP you have WP left, you may make a Fort save DC 15 to take a WP and turn it into a VP, staying or regaining consciousness. At 0 WP, Fort save DC 10 or dying (when you begin dying you lose all VP). While at 0 WP, every hit causes an additional Fort save DC 10+Damage dealt. Every action causes Fort save DC 15. If you fail, you begin dying. While dying, Fort save DC 15 +1/round spent dying to stabalize and DC 5 +1/round spent dying to avoid death. Healing/Wounding spells (cure/inflict) cause vitality damage for the dice rolled and wound damage for the additional points per level. Toughness adds WP. Improved Toughness adds VP. Undead and Constructs use their VP scores as their WP (Undead add their Charisma to this). Penalties for not being at max WP (injured): 1/2+ = -2; 1/4-1/2 = -4; <1/4 = -6. These penalties apply to any D20 roll and do not apply to Undead and Constructs. There are several other rules to clean up some inconsistencies, but that's the majority of it. [edit] This system causes people to fall a little easier, but it's MUCH harder to kill them. TPK is generally the only way people died (or dying left behind and killed while unconscious). Clerics become wonderful bonuses rather than required members of the party. Lots of fun and I summarized the majority of the rules in a paragraph from memory (we haven't played with this system for 6 months or so). [/QUOTE]
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Wound Points and Vitality Points
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