Sadras
Legend
I think what this thread shows is that there are many different ways to handle a wound/vitality system. All are not good.
So everyone's idea in this thread sucks. Bummer!

I think what this thread shows is that there are many different ways to handle a wound/vitality system. All are not good.
This seems at first glance quite OK (except WP should be a fixed number that does not change with level or Con score), but for the love of the goddess please give what you are calling "HP" another name (I call tehm fatigue points, or FP); as "hit points" is the total of your wound/body points and your vitality/fatigue points.I should point out I use wounds in my 3e games for the last few years though it is modified.
I think what this thread shows is that there are many different ways to handle a wound/vitality system. All are not good. My advice to the R&D team is to strip it down and make it as simple as possible and then offer some options for it.
So the basics might be:
- Your HP total is unchanged
- You get a Wound total equal to your CON score plus your level
- You take Wound damage after your HP are at 0
- If your Wounds are 0 you die
- You recover HP normally
- Wounds recover 1 per day, 2 with rest or care, or 4 with rest and care
Then add-ons can be things like (allow the DM to pick and choose for the feel he or she is looking for):
This seems at first glance quite OK (except WP should be a fixed number that does not change with level or Con score), but for the love of the goddess please give what you are calling "HP" another name (I call tehm fatigue points, or FP); as "hit points" is the total of your wound/body points and your vitality/fatigue points.
In fact, looking further at this I could really get behind it if there was less variance in how many WP one might start with and-or Con wasn't so important (it's already got too much to do vs. the other stats). As you write it here a 1st-level character could in theory have between 4 and 19 WP (3-18 Con score + 1 for level) plus the initial FP roll which is also affected by Con., making the 1st-level hit point range go from 5 to 33 (the 33 is 19 WP + 10 on the fighter h.p. die + 4 for Con 18). Too big a range.
I'd suggest a WP value of something more like 10 + d4 (or even 2d2) + positive Con. bonus. Why 10? Because it very nicely brings forward the death-at-minus-10 idea and builds it in to WP. As everyone always starts with at least 1 h.p. in any edition, here you'd have to start with at least 11 WP thus no negative Con. modifiers to the initial WP number. The trick then is to stop the high-Con. types from starting with too many WP - maybe cap the WP Con. bonus at +2 such that everyone starts with between 11 and 16 WP? In any case, this number is locked in for life once set at 1st level.
I think this is a good option but clearly not for all games.[*]Coupe de Grace deals wound damage
No, C-de-G bypasses damage entirely and gives a chance to kill outright; if you blow this chance you still deal normal damage but not necessarily straight to WP.
I think some players may want ways for wounds to slip in. These are options to do that.[*]Unaware defenders take wound damage (sneak attack gives bonus)
[*]Critical hits deal wound damage
[*]Massive damage deals wound damage (a threshold where for every X HP damage you take 1 wound damage)
No. With very rare exceptions you don't take WP damage until all your FP are gone; it's easier to track that way.
Not for all games, though I think it is pretty neat to put the death effect system into the basic HP system.[*]Death effects lower HP to 0 and deal wound damage
Death effects kill outright. That's what makes them death effects.![]()
A nasty way to make energy draining very scary and effective.[*]Energy drain deals wound damage
Energy drain costs levels, and thus knocks something off your FP total. WP aren't affected.
Some people may want this, they don't want every goblin to go into a wound damage zone and just want it dead.[*]Minion monsters and NPC have only 1 wound
NPCs have the same WP as anyone else. Monsters have their normal HP however determined. Minions don't exist.
I also think this is a good option. I think a simple DC 5 CON save + the number wounds you have sustained could work.[*]When you take wound damage make a CON save to maintain consciousness
Yes! Better yet, and to make it tougher, use a roll-under mechanic where you need to hit your current WP total or lower in order to stay up; with Con. bonus applying in reverse (thus a 14 Con, usually a +2 bonus, would make your roll seem 2 points lower here). A straight Con. save doesn't factor in the condition of the victim; someone with 9 WP left should have a far easier time staying conscious than someone with only 2.
I don't like the first one. But I know there are many that would like it. The second one I do like it makes healing wounds not so easy, and 1 per spell level means that they will likely have to rest to get them all healed up, if someone was very wounded.[*]Heal all wounds after a long rest and all HP on a short rest
[*]Cure spell heals 1 wound for each level cast at in addition to any HP cured
Optional. I'd have WP damage be much harder to recover wither by magical healing or by rest; FP return as normal.
I dont like this one because it makes healing wounds too easy. Some may like it though.[*]Cure spell heals wounds first then HP second
Yes.
Agreed, if using wounds it may not make sense to also use HD healing. I did provide this option so that it could be though.[*]When expending HD for healing cure 1 wound per die or cure the HP as normal
Assuming one uses this mechanic at all. To be consistent I'd suggest in any case that all WP must be cured before you can even start on FP.
I think this addresses the meat vs hp issue and a snake that bites you and does not use a coupe de grace is just going to do a couple of HP damage and it is not until your HP are gone does it actually poison you.[*]Certain attacks must deal wound damage to be effective, poisonous bite, energy drain etc.
No! This would completely neuter poison, for one thing. FP still includes nicks, scratches, bruises etc.; the key thing being that they are all things that are relatively easy to patch up and-or recover from. But the tiniest scratch can still get poison into you.
Yes[*]Fatigued when wounds taken
Keep in mind, however, that you've already got the buffer of a lot more FP at high level, meaning that to get down to 10 FP left you've already taken some serious abuse. The other variable, of course, is how much damage high-level monsters tend to give out on a hit. But I can certainly see it happening where you go from above-full-WP to dead in one swing.I think there is a discussion for how many wound points characters could have.
Good ones:
10 + CON bonus + level
CON score + level
10
CON bonus + level
I can see advantages to each of these for differing reasons. The reason I think level is an important aspect is because of the high level phenomenon know as from life straight to death. I am at 10 HP then oops you just took 25 damage you pass the -10 and go directly to death. Creating a little level based scaling in there help reduce that a little.
Yep, straight out of 1e.A nasty way to make energy draining very scary and effective.
Easy enough to say that something like a Goblin only has 5 + d3 WP (or in current terms it dies at -5 instead of -10). Where minions really break for me is the big stuff - Giants, Dragons, etc. - silly idea.Some people may want this, they don't want every goblin to go into a wound damage zone and just want it dead.
The problem with this is that by the time poison becomes a concern you're almost dead from conventional damage anyway, which makes the poison kinda redundant. A character should be able to be at almost full total HP and still die from a deadly spider bite.I think this addresses the meat vs hp issue and a snake that bites you and does not use a coupe de grace is just going to do a couple of HP damage and it is not until your HP are gone does it actually poison you.