Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Wounds and Vitality module, what default mechanics don't fit?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="3catcircus" data-source="post: 6322851" data-attributes="member: 16077"><p>I'm wondering if there is too much emphasis on a binary "hp or vp/wp" and no consideration of other potential systems to handle injuries.</p><p></p><p>I favor a system adapted from Twilight: 2013 where all creatures have a "base hit points" that is determined solely by STR and CON with some factors ([10 + STR + 2 x Con]/4), rounded down. So, assuming a PC has 14s, his base hit points are 13. I then assign multiples of that base (1 hp, base hp, base x 2, base x 3); Creatures smaller than small or larger than large have a size modifier (x1.5, x2, x3 for huge, gargantuan, colossal, and x 2/3, x 1/2, x 1/3 for tiny, diminutive, and fine). A standard Pathfinder sprite's hit points would be 1/4/8/12 and a great wyrm red dragon's would be 1/81/162/243. Bu-bu-but!?! A Great Wyrm should have 449 hp per Pathfinder stats, you say? You'll see why this isn't necessarily a problem by reading further.</p><p></p><p>If a creature suffers a wound that exceeds each of the various multiples of that base, escalating reductions in capability occur, with chances to go into shock or (with more serious wounds), the chance to begin bleeding to death. The wound levels are Light, Moderate, Serious, Critical and the various "Cure xx Wounds" heal a wound of that level. If you already have a wound of one level and suffer a second of the same level, the wound level jumps up by one; 3rd and subsequent wounds of that level do not do anything. I also use Armor as DR with this system. As an added level of complexity, hit locations can be used.</p><p></p><p>Suffering a light wounds causes a -1 penalty to all actions. A moderate is at -2 to all actions. A serious is -5 and a critical is at -10 to all actions. For wound levels of moderate or higher, a DC 15 Fort save must be made or go into shock (which causes you to be helpless for the rest of the round and must make a DC 15 Will save each subsequent round to act) and, for any additional combats during the day, any action that would make you go into shock makes you unstable instead. If you fail by 5 or more, you begin bleeding out (wound levels increase by one at the end of each round of combat until stabilized or you exceed critical, at which point you die). A critical wound results in automatic shock and a Fort save to avoid bleeding out. Adding in hit locations means that critical heads wounds or wounds causing you to bleed out result in unconsciousness, leg wounds reduce your movement rate, and arm wounds require a check to avoid dropping held items. If not using hit locations, I've determined that failing a Fort save to avoid bleeding out as a result of a critical wound results in unconsciousness.</p><p></p><p>Sound complicated, but it plays very very quickly. Best of all is that you don't have to do the "I've got 67 hp right now and just took 29 damage, so my new hp are..." Instead, "I've got thresholds of 1/15/30/45 and took 27 damage. That's a moderate wound. I'm -2 on all actions and must make a Fort save (at -2 on the roll) or go into shock." Next round, "I just took 12 damage, so I've got a light wound. That's my second light wound which makes it a moderate wound, which, combined with the moderate wound I took last round means I've got a serious wound. My shock save is now at -5. Crap, I'd better run or get the cleric to drop a cure spell on me." </p><p></p><p>Non-lethal wounds are very very easy but just a little more complex - instead of shock and bleeding out, it becomes fatigued and exhausted (which means your base hit points are reduced by however much your strength decreased). I simply have a small table for hit points on character sheets: normal, fatigued, exhausted, and you shift down as you take sufficient non-lethal damage.</p><p></p><p>As you can see - this makes combat against pushovers end more quickly while combat against BBEGs will still take a bit of time (but not necessarily an hour's worth of time at the game table to resolve a combat that takes umpteen rounds.)</p></blockquote><p></p>
[QUOTE="3catcircus, post: 6322851, member: 16077"] I'm wondering if there is too much emphasis on a binary "hp or vp/wp" and no consideration of other potential systems to handle injuries. I favor a system adapted from Twilight: 2013 where all creatures have a "base hit points" that is determined solely by STR and CON with some factors ([10 + STR + 2 x Con]/4), rounded down. So, assuming a PC has 14s, his base hit points are 13. I then assign multiples of that base (1 hp, base hp, base x 2, base x 3); Creatures smaller than small or larger than large have a size modifier (x1.5, x2, x3 for huge, gargantuan, colossal, and x 2/3, x 1/2, x 1/3 for tiny, diminutive, and fine). A standard Pathfinder sprite's hit points would be 1/4/8/12 and a great wyrm red dragon's would be 1/81/162/243. Bu-bu-but!?! A Great Wyrm should have 449 hp per Pathfinder stats, you say? You'll see why this isn't necessarily a problem by reading further. If a creature suffers a wound that exceeds each of the various multiples of that base, escalating reductions in capability occur, with chances to go into shock or (with more serious wounds), the chance to begin bleeding to death. The wound levels are Light, Moderate, Serious, Critical and the various "Cure xx Wounds" heal a wound of that level. If you already have a wound of one level and suffer a second of the same level, the wound level jumps up by one; 3rd and subsequent wounds of that level do not do anything. I also use Armor as DR with this system. As an added level of complexity, hit locations can be used. Suffering a light wounds causes a -1 penalty to all actions. A moderate is at -2 to all actions. A serious is -5 and a critical is at -10 to all actions. For wound levels of moderate or higher, a DC 15 Fort save must be made or go into shock (which causes you to be helpless for the rest of the round and must make a DC 15 Will save each subsequent round to act) and, for any additional combats during the day, any action that would make you go into shock makes you unstable instead. If you fail by 5 or more, you begin bleeding out (wound levels increase by one at the end of each round of combat until stabilized or you exceed critical, at which point you die). A critical wound results in automatic shock and a Fort save to avoid bleeding out. Adding in hit locations means that critical heads wounds or wounds causing you to bleed out result in unconsciousness, leg wounds reduce your movement rate, and arm wounds require a check to avoid dropping held items. If not using hit locations, I've determined that failing a Fort save to avoid bleeding out as a result of a critical wound results in unconsciousness. Sound complicated, but it plays very very quickly. Best of all is that you don't have to do the "I've got 67 hp right now and just took 29 damage, so my new hp are..." Instead, "I've got thresholds of 1/15/30/45 and took 27 damage. That's a moderate wound. I'm -2 on all actions and must make a Fort save (at -2 on the roll) or go into shock." Next round, "I just took 12 damage, so I've got a light wound. That's my second light wound which makes it a moderate wound, which, combined with the moderate wound I took last round means I've got a serious wound. My shock save is now at -5. Crap, I'd better run or get the cleric to drop a cure spell on me." Non-lethal wounds are very very easy but just a little more complex - instead of shock and bleeding out, it becomes fatigued and exhausted (which means your base hit points are reduced by however much your strength decreased). I simply have a small table for hit points on character sheets: normal, fatigued, exhausted, and you shift down as you take sufficient non-lethal damage. As you can see - this makes combat against pushovers end more quickly while combat against BBEGs will still take a bit of time (but not necessarily an hour's worth of time at the game table to resolve a combat that takes umpteen rounds.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Wounds and Vitality module, what default mechanics don't fit?
Top