Jester David
Hero
I did something on a DMs Guild product:
http://www.dmsguild.com/product/177820/5MWD-Presents-Variant-Rules?sb=1

http://www.dmsguild.com/product/177820/5MWD-Presents-Variant-Rules?sb=1

If a DM wants to kill off PCs without warning, they don't need to change the hit point system to do it. I don't think the DM should go out of their way to throw highly skilled assassins at the PCs. But it also seems reasonable to me that the party take care to avoid attracting the professional interest of a highly skilled assassin for the same reason that everybody else does. Similarly, the DM shouldn't go out of their way to collapse mountains on the PCs, but the PCs also bear some responsibility not to use high explosives recklessly in abandoned mines.But, "I rolled a 20, there was an assassin sneaking up on you, its stealth with expertise beat your passive perception, you're dead" isn't empowering to the players. That's why I think I'd avoid crits going straight to wounds.
Yeah, that's how the assassin worked in 3E. But it seems odd to me that death/debilitation is an effect completely dissociated from the damage. A VP/WP system is much more intuitive: you take damage, the damage wounds you, the wound makes you die.Save or Die (or suffer a lasting wound) systems could handle that.
If a DM wants to kill off PCs without warning, they don't need to change the hit point system to do it. I don't think the DM should go out of their way to throw highly skilled assassins at the PCs. But it also seems reasonable to me that the party take care to avoid attracting the professional interest of a highly skilled assassin for the same reason that everybody else does. Similarly, the DM shouldn't go out of their way to collapse mountains on the PCs, but the PCs also bear some responsibility not to use high explosives recklessly in abandoned mines.
And now turn it around and imagine that a PC is the assassin. I've seen frustration in some players that, even when they do everything right and catch a bad guy completely unaware, they have basically no chance of dropping the target with a single sneak attack because of the way hit points work.
You're now talking core rules, not VP/WP rules, right? If so, I have to disagree with this. HD and HP scale faster than sneak attack damage, even when the assassin is doubling the damage with a crit. A CR 2 ogre has 59 HP; a 5th-level assassin with a shortsword averages 28 + Dex damage on an assassination. CR 3 minotaur, 76 HP. 9th-level assassin, 42 + Dex damage. And (like most monsters in the MM) these creatures actually have below the DMG-recommended hit point total for their CR.A Rogue/Assassin probably has a fair chance of dropping a foe like this in one hit.
Definitely.If they're dropping a Legendary creature in one hit, well, that's anticlimactic.
You're now talking core rules, not VP/WP rules, right? If so, I have to disagree with this. HD and HP scale faster than sneak attack damage, even when the assassin is doubling the damage with a crit. A CR 2 ogre has 59 HP; a 5th-level assassin with a shortsword averages 28 + Dex damage on an assassination. CR 3 minotaur, 76 HP. 9th-level assassin, 42 + Dex damage. And (like most monsters in the MM) these creatures actually have below the DMG-recommended hit point total for their CR.
I'd imagine that monsters would have more hit points than adventurers, seeing as they're generally meatier.If they're dropping a Legendary creature in one hit, well, that's anticlimactic.
Being able to close wounds with a spell is a longstanding staple of the genre. Nerfing healing magic's effect on WP seems to undermine that.
For a 5e adaptation, you'd probably do well to replace resolve point with HD, and use 5e hp totals as stamina.
5e's death/dying rules could then be replaced by a point sysyem, health or life points or body or something...
Oh, and inspiration could be adapted to restore a little resolve...
A critical hit causes a wound, or one level of on the exhaustion track.