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General Tabletop Discussion
*Dungeons & Dragons
Wounds and Vitality module, what default mechanics don't fit?
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<blockquote data-quote="Sadrik" data-source="post: 6320634" data-attributes="member: 14506"><p>I should point out I use wounds in my 3e games for the last few years though it is modified.</p><p></p><p>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. </p><p></p><p>So the basics might be:</p><ul> <li data-xf-list-type="ul">Your HP total is unchanged</li> <li data-xf-list-type="ul">You get a Wound total equal to your CON score plus your level</li> <li data-xf-list-type="ul">You take Wound damage after your HP are at 0</li> <li data-xf-list-type="ul">If your Wounds are 0 you die</li> <li data-xf-list-type="ul">You recover HP normally </li> <li data-xf-list-type="ul">Wounds recover 1 per day, 2 with rest or care, or 4 with rest and care</li> </ul><p></p><p></p><p>Then add-ons can be things like (allow the DM to pick and choose for the feel he or she is looking for):</p><ul> <li data-xf-list-type="ul">Coupe de Grace deals wound damage</li> <li data-xf-list-type="ul">Unaware defenders take wound damage (sneak attack gives bonus)</li> <li data-xf-list-type="ul">Critical hits deal wound damage</li> <li data-xf-list-type="ul">Massive damage deals wound damage (a threshold where for every X HP damage you take 1 wound damage)</li> <li data-xf-list-type="ul">Death effects lower HP to 0 and deal wound damage</li> <li data-xf-list-type="ul">Energy drain deals wound damage</li> <li data-xf-list-type="ul">Minion monsters and NPC have only 1 wound</li> <li data-xf-list-type="ul">When you take wound damage make a CON save to maintain consciousness</li> <li data-xf-list-type="ul">Heal all wounds after a long rest and all HP on a short rest</li> <li data-xf-list-type="ul">Cure spell heals 1 wound for each level cast at in addition to any HP cured</li> <li data-xf-list-type="ul">Cure spell heals wounds first then HP second</li> <li data-xf-list-type="ul">When expending HD for healing cure 1 wound per die or cure the HP as normal</li> <li data-xf-list-type="ul">Certain attacks must deal wound damage to be effective, poisonous bite, energy drain etc.</li> <li data-xf-list-type="ul">Objects only have wounds</li> <li data-xf-list-type="ul">Fatigued if wound damage is taken</li> </ul></blockquote><p></p>
[QUOTE="Sadrik, post: 6320634, member: 14506"] 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: [LIST] [*]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 [/LIST] Then add-ons can be things like (allow the DM to pick and choose for the feel he or she is looking for): [LIST] [*]Coupe de Grace deals wound damage [*]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) [*]Death effects lower HP to 0 and deal wound damage [*]Energy drain deals wound damage [*]Minion monsters and NPC have only 1 wound [*]When you take wound damage make a CON save to maintain consciousness [*]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 [*]Cure spell heals wounds first then HP second [*]When expending HD for healing cure 1 wound per die or cure the HP as normal [*]Certain attacks must deal wound damage to be effective, poisonous bite, energy drain etc. [*]Objects only have wounds [*]Fatigued if wound damage is taken [/LIST] [/QUOTE]
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Wounds and Vitality module, what default mechanics don't fit?
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