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General Tabletop Discussion
*TTRPGs General
Wound-Vitality systems and death risk
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<blockquote data-quote="Plane Sailing" data-source="post: 5356556" data-attributes="member: 114"><p>I introduced vitality and wounds to my 1e game very successfully back in about 1983 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Everyone had hit points as normal, but they also had wound points equal to 10 + Con bonus. </p><p></p><p>Small and less creatures had 1 wound point. Large and bigger creatures had all their hp as wounds instead of as hp.</p><p></p><p>Damage when to hp, and then wounds once hp were exhausted. hp could be recovered at a rate equal to your level per 10min rest. Wounds needed magical healing or days to recover.</p><p></p><p>A critical hit (20 plus a confirming roll) did damage straight to wounds. A fumbled save (1 plus a second roll that also fails) also did damage straight to wounds. This meant that everyone showed appropriate amounts of caution when faced with a dozen or so crossbowmen.</p><p></p><p>Worked very well for us.</p><p></p><p>Never had a problem with the orginal starwars vitality/wounds since you didn't die at 0 wounds. the revised edition ended up with more fatalities since they moved to a more 3e-ish dying rule IIRC.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 5356556, member: 114"] I introduced vitality and wounds to my 1e game very successfully back in about 1983 :) Everyone had hit points as normal, but they also had wound points equal to 10 + Con bonus. Small and less creatures had 1 wound point. Large and bigger creatures had all their hp as wounds instead of as hp. Damage when to hp, and then wounds once hp were exhausted. hp could be recovered at a rate equal to your level per 10min rest. Wounds needed magical healing or days to recover. A critical hit (20 plus a confirming roll) did damage straight to wounds. A fumbled save (1 plus a second roll that also fails) also did damage straight to wounds. This meant that everyone showed appropriate amounts of caution when faced with a dozen or so crossbowmen. Worked very well for us. Never had a problem with the orginal starwars vitality/wounds since you didn't die at 0 wounds. the revised edition ended up with more fatalities since they moved to a more 3e-ish dying rule IIRC. Cheers [/QUOTE]
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