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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="jrowland" data-source="post: 6320802" data-attributes="member: 94389"><p>I'm working on something now for my own games. </p><p></p><p>The gist is:</p><p></p><p>When taking damage:</p><p>Crit = Wound</p><p>Bloodied = Wound</p><p>0 HP = Wound</p><p>Enhanced Crit = Wound (High Crit Weapon, Class Feature, etc)</p><p></p><p>Any regular hit that meets any of these criteria causes a wound of severity = to the sum of all criteria met (ie A critical hit that bloodies the target does a wound of severity 2. A critical hit with a high Crit weapon that both bloodies and brings the target to 0 hp does a wound of severity 4)</p><p></p><p>Wound Threshold = Con Score</p><p>Sum Total of all Wound Severity > Wound Threshold = Death</p><p>Gaining a Wound of Severity >= Con Modifier = con save or fall unconscious (disadvantage when 0hp. Yes, Con 20 means you can't fall unconscious)</p><p></p><p>Cure wounds works as normal for HP. Cure wounds gains a ritual version that heals Wounds. 1 wound per casting <= level of cure wounds cast (ie Cure wounds cast in a 4th level slot as a ritual heals 1 wound of severity 4 or less). Most, if not all other magic healing is HP (potions of healing, wands of healing, etc unless there is such a thing as a magic item that holds a ritual heal...maybe a Staff of Life or some such)</p><p></p><p>Natural Healing (this is where I am stymied until I see what 'gritty' and 'heroic' healing modules are out there) is a wound drops in severity for every day of light activity = to current severity (Severity 4 wound becomes a severity 3 wound after 4 days of rest. Thus a Severity 4 wound takes 10 days to completely heal). With complete rest (ie a hospital) a medicine check can be made to lower one wound in severity in a time period equal to the highest severity with a DC = 10+2xSeverity. e.g. a Severity 4 wound treated by a successful medicine check (18 or higher) would be lowered to severity 3 in 4 days, but because of the medicine treatment with complete rest is lowered to a severity 2 in 4 days.</p><p></p><p>I'll probably go with a faster HP recovery module as well</p><p></p><p>Yeah, its fiddly. Very.</p><p></p><p>My design philosophy is to design comprehensively which usually means fiddly, then pare it back to essentials as I Play test it (I haven't yet). </p><p></p><p>One could add conditions to wounds (severity 4 means x, severity 3 means Y, etc. or use random tables to imply conditions to body parts like you can't use your hand, or leg is gimped with a penalty to speed, etc) but that is getting even more fiddly.</p><p></p><p>Mostly I'll rely on role-playing for the wounds. If you are wounded (ie have active wounds) play it as you see fit. Seeing the King will surely draw gasps from the courtiers for such uncouth presentation, eg.</p><p></p><p>I think combat effectiveness will be lowered simply by PCs taking less risks as the wounds add up. I can't be bothered with penalties. If I did, It would be equal to:</p><p> (Highest Severity -2) if bloodied to full hp</p><p>(Highest Severity -1) if 1hp to bloodied</p><p>(Highest Severity) if 0hp.</p><p></p><p>anyway, work in progress, my 2cp. YMMV, etc</p></blockquote><p></p>
[QUOTE="jrowland, post: 6320802, member: 94389"] I'm working on something now for my own games. The gist is: When taking damage: Crit = Wound Bloodied = Wound 0 HP = Wound Enhanced Crit = Wound (High Crit Weapon, Class Feature, etc) Any regular hit that meets any of these criteria causes a wound of severity = to the sum of all criteria met (ie A critical hit that bloodies the target does a wound of severity 2. A critical hit with a high Crit weapon that both bloodies and brings the target to 0 hp does a wound of severity 4) Wound Threshold = Con Score Sum Total of all Wound Severity > Wound Threshold = Death Gaining a Wound of Severity >= Con Modifier = con save or fall unconscious (disadvantage when 0hp. Yes, Con 20 means you can't fall unconscious) Cure wounds works as normal for HP. Cure wounds gains a ritual version that heals Wounds. 1 wound per casting <= level of cure wounds cast (ie Cure wounds cast in a 4th level slot as a ritual heals 1 wound of severity 4 or less). Most, if not all other magic healing is HP (potions of healing, wands of healing, etc unless there is such a thing as a magic item that holds a ritual heal...maybe a Staff of Life or some such) Natural Healing (this is where I am stymied until I see what 'gritty' and 'heroic' healing modules are out there) is a wound drops in severity for every day of light activity = to current severity (Severity 4 wound becomes a severity 3 wound after 4 days of rest. Thus a Severity 4 wound takes 10 days to completely heal). With complete rest (ie a hospital) a medicine check can be made to lower one wound in severity in a time period equal to the highest severity with a DC = 10+2xSeverity. e.g. a Severity 4 wound treated by a successful medicine check (18 or higher) would be lowered to severity 3 in 4 days, but because of the medicine treatment with complete rest is lowered to a severity 2 in 4 days. I'll probably go with a faster HP recovery module as well Yeah, its fiddly. Very. My design philosophy is to design comprehensively which usually means fiddly, then pare it back to essentials as I Play test it (I haven't yet). One could add conditions to wounds (severity 4 means x, severity 3 means Y, etc. or use random tables to imply conditions to body parts like you can't use your hand, or leg is gimped with a penalty to speed, etc) but that is getting even more fiddly. Mostly I'll rely on role-playing for the wounds. If you are wounded (ie have active wounds) play it as you see fit. Seeing the King will surely draw gasps from the courtiers for such uncouth presentation, eg. I think combat effectiveness will be lowered simply by PCs taking less risks as the wounds add up. I can't be bothered with penalties. If I did, It would be equal to: (Highest Severity -2) if bloodied to full hp (Highest Severity -1) if 1hp to bloodied (Highest Severity) if 0hp. anyway, work in progress, my 2cp. YMMV, etc [/QUOTE]
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Wounds and Vitality module, what default mechanics don't fit?
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