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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="Lanefan" data-source="post: 6321955" data-attributes="member: 29398"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>As for the options listed below (I didn't bother putting quote tags around every one of them):</p><p></p><p></p><p>[*]Coupe de Grace deals wound damage</p><p></p><p>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.</p><p></p><p></p><p>[*]Unaware defenders take wound damage (sneak attack gives bonus)</p><p></p><p>[*]Critical hits deal wound damage</p><p></p><p>[*]Massive damage deals wound damage (a threshold where for every X HP damage you take 1 wound damage)</p><p></p><p>No. With very rare exceptions you don't take WP damage until all your FP are gone; it's easier to track that way.</p><p></p><p></p><p>[*]Death effects lower HP to 0 and deal wound damage</p><p></p><p>Death effects kill outright. That's what makes them death effects. <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></p><p>[*]Energy drain deals wound damage</p><p></p><p>Energy drain costs levels, and thus knocks something off your FP total. WP aren't affected.</p><p></p><p></p><p>[*]Minion monsters and NPC have only 1 wound</p><p></p><p>NPCs have the same WP as anyone else. Monsters have their normal HP however determined. Minions don't exist.</p><p></p><p></p><p>[*]When you take wound damage make a CON save to maintain consciousness</p><p></p><p>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.</p><p></p><p></p><p>[*]Heal all wounds after a long rest and all HP on a short rest</p><p></p><p>[*]Cure spell heals 1 wound for each level cast at in addition to any HP cured</p><p></p><p>Optional. I'd have WP damage be much harder to recover wither by magical healing or by rest; FP return as normal.</p><p></p><p></p><p>[*]Cure spell heals wounds first then HP second</p><p></p><p>Yes.</p><p></p><p></p><p>[*]When expending HD for healing cure 1 wound per die or cure the HP as normal</p><p></p><p>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.</p><p></p><p></p><p>[*]Certain attacks must deal wound damage to be effective, poisonous bite, energy drain etc.</p><p></p><p>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.</p><p></p><p></p><p>[*]Objects only have wounds</p><p></p><p>Or objects just get saving throws modified by the amount of damage potentially being done to them?</p><p></p><p>Lan-"this all fits rather elegantly with what I'm already doing"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6321955, member: 29398"] 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. As for the options listed below (I didn't bother putting quote tags around every one of them): [*]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. [*]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. [*]Death effects lower HP to 0 and deal wound damage Death effects kill outright. That's what makes them death effects. :) [*]Energy drain deals wound damage Energy drain costs levels, and thus knocks something off your FP total. WP aren't affected. [*]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. [*]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. [*]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. [*]Cure spell heals wounds first then HP second Yes. [*]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. [*]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. [*]Objects only have wounds Or objects just get saving throws modified by the amount of damage potentially being done to them? Lan-"this all fits rather elegantly with what I'm already doing"-efan [/QUOTE]
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Wounds and Vitality module, what default mechanics don't fit?
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