Wound points

Odysseus

Explorer
I've been considering some changes to the wound points system from UA.

First change wound be. That rather than have a seperate total for wound points equal to con score. I'd take damage straight off the con score. I think this is a bit simpilar, plus it avoids the situations where a character can have full vitality points(hit points) but be wounded.

Second change would be to critical hits. Which I would keep as they are in the PHB. However if you get a critical on the confirm roll, then still apply the extra damage to vitailty points, but apply a normal damge roll to the con score.

What do you all think?
 

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so, once the vitality was lost, characters would lose Con points till they die? THat will make healing a lot harder since con points are much harder to heal back.
 

Crothian said:
so, once the vitality was lost, characters would lose Con points till they die? THat will make healing a lot harder since con points are much harder to heal back.

Correct. The benefit is hit points are recovered far faster.
 

IIRC the VP/WP system still allows you to reach -10. I would assume that you would not be allowing people to reach -10 con. In that regard, this is a bit more deadly on top of the fact that you are making it harder to heal anyways.

The critical hit system could be simplified by using the auto-kill rules. Two natural 20's and a hit equals a kill--could become two natural 20's and a hit makes base damage go to Con.

Although it isn't written, I would assume that this means a critical hit not only does Vitality damage, but as your Con is reduced your maximum and current Vitality is reduced as well. This makes critical hits extra lethal.
 

Odysseus said:
Correct. The benefit is hit points are recovered far faster.

you also say above

plus it avoids the situations where a character can have full vitality points(hit points) but be wounded.

that's not going to happen. They will heal all the Vitality in a day but the con score will take weeks to heal without magic.
 

Crothian said:
you also say above



that's not going to happen. They will heal all the Vitality in a day but the con score will take weeks to heal without magic.

The con score effects hit points.
If a first level wizard with a con of 16, has 7 hp. He's wounded losses all hp, and 8 off his con. It will take 8 days to recover all his con(1/day) However his max hit points initially are 3, becasue his con score is temporaryily 8.He can recover those 3 hp in 3 hours (1/hour) But is unable to get back to full until his con is recovered.
Under the UA RAW
he could recover all his vitality points while still having wound points. Which IMO doesn't seem right.
 

but its the same thing. in one point his wound points would be damaged but he would be at full vitaly, the other his con is damaged but he is at full (yet adjusted) vitality.

WEll, the con way is also going to be more deadly, if that's also what you are looking for. Or the party is going to be campinging a lot more.
 

It does make the whole thing much more realistic. In a realistic campaign, it would lead to severe injuries as well as a higher rate of PCs and NPCs surrendering.
 


Crothian said:
but its the same thing. in one point his wound points would be damaged but he would be at full vitaly, the other his con is damaged but he is at full (yet adjusted) vitality.

WEll, the con way is also going to be more deadly, if that's also what you are looking for. Or the party is going to be campinging a lot more.

Not sure what your point is. If a 10th level fighter with 16 con and 85hp. Takes 85 damage and a further 12 points to his con. His full hp until his con is restored would only be 25 points. Compared to the UA RAW where his wound points would be 4 and his full vitality points 85.

Taking damage off the con rather than a seperate total equal to the con score is no more deadly. And compared to the PHB RAW is less deadly as you would have to take more damage and fail a save to get the same result.

Hodgie said:
did you remove the ability to return stat damage via magic?

At the moment no. However thats one of the things that needs to be considered.

Hodgie said:
The critical hit system could be simplified by using the auto-kill rules. Two natural 20's and a hit equals a kill--could become two natural 20's and a hit makes base damage go to Con.

Although it isn't written, I would assume that this means a critical hit not only does Vitality damage, but as your Con is reduced your maximum and current Vitality is reduced as well. This makes critical hits extra lethal.

Thats what I had in mind. It would mean criticals are extra lethal
 
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