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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Wounds & Vitality system and Hit Dice
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<blockquote data-quote="Roman" data-source="post: 2164048" data-attributes="member: 1845"><p>Trick, no problem - to each his own - everybody likes something different. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Reanjr, why is that particular part a bad idea? Could you expand on your thoughts? </p><p></p><p>Crazy Drake, interesting thoughts. My homebrew wounds & vitality system is somewhat different from the standard one (inspired by Unearthed Arcana) though the principle is the same. For example, although characters get on losing any wound points (and get more penalties for losing more), they are not automatically exhausted. Also, characters tend to get significantly more wound points in my system than in the Unearthed Arcana one. An average character will have about 50% more wound points in my system and a tough character will have about 100% more wound points in my system than in the standard one. Also, in my system characters do not die at 0 wound points, but rather go unconscious and into 'dying/bleeding mode' until they reach -1/4 of their total wound points. </p><p></p><p>I was planning to have critical hits go straight to wound points, but your story scares me a little. Theoretically the system should not be as lethal as you describe it to be. </p><p></p><p>For example, </p><p></p><p>Urtuk the Half-Orc barbarian is fighting a duel to the death with a Firman the Human fighter. </p><p></p><p>Some stats: (rolled randomly) </p><p></p><p>Urtuk: </p><p>Str. 20/+5 </p><p>Con. 15/+2 </p><p>Dex. 14/+2 </p><p>Level: 9 </p><p>AC: 19 (Chain Armour +2) </p><p>Vitality Points: 80 </p><p>Wound Points: 25 (Half-Orcs get a +1 bonus to Wound Points) </p><p>Weapon: Greatsword +2 </p><p>Full Attack: </p><p>Damage: 2d6 + 9 </p><p></p><p></p><p>Firman: </p><p>Str. 16/+3 </p><p>Con. 16/+3 </p><p>Dex. 15/+2 </p><p>Level: 9 </p><p>AC: 19 (Chain Armour +2) </p><p>Vitality Points: 75 </p><p>Wound Points: 28 </p><p>Weapon: Greatsword + 2 </p><p>Damage: 2d6 + 6 </p><p></p><p>Arrgh, this is taking too long - have to run to get breakfast before my exam. In any case, one critical hit from either of our heroes cannot kill either of our heroes. On average two critical hits with a greatsword will bring a hero into unconsciousness, but critical hits don't happen all the time by any stretch. </p><p></p><p>On another note, I was also toying with giving each class a slow progression in wound points, (low [one wound point per three levels], medium [one wound point per two levels] and [high one wound point per level]), but I abandoned the idea as it kind of defeats (partially) the purpose of having wound points in the first place.</p></blockquote><p></p>
[QUOTE="Roman, post: 2164048, member: 1845"] Trick, no problem - to each his own - everybody likes something different. ;) Reanjr, why is that particular part a bad idea? Could you expand on your thoughts? Crazy Drake, interesting thoughts. My homebrew wounds & vitality system is somewhat different from the standard one (inspired by Unearthed Arcana) though the principle is the same. For example, although characters get on losing any wound points (and get more penalties for losing more), they are not automatically exhausted. Also, characters tend to get significantly more wound points in my system than in the Unearthed Arcana one. An average character will have about 50% more wound points in my system and a tough character will have about 100% more wound points in my system than in the standard one. Also, in my system characters do not die at 0 wound points, but rather go unconscious and into 'dying/bleeding mode' until they reach -1/4 of their total wound points. I was planning to have critical hits go straight to wound points, but your story scares me a little. Theoretically the system should not be as lethal as you describe it to be. For example, Urtuk the Half-Orc barbarian is fighting a duel to the death with a Firman the Human fighter. Some stats: (rolled randomly) Urtuk: Str. 20/+5 Con. 15/+2 Dex. 14/+2 Level: 9 AC: 19 (Chain Armour +2) Vitality Points: 80 Wound Points: 25 (Half-Orcs get a +1 bonus to Wound Points) Weapon: Greatsword +2 Full Attack: Damage: 2d6 + 9 Firman: Str. 16/+3 Con. 16/+3 Dex. 15/+2 Level: 9 AC: 19 (Chain Armour +2) Vitality Points: 75 Wound Points: 28 Weapon: Greatsword + 2 Damage: 2d6 + 6 Arrgh, this is taking too long - have to run to get breakfast before my exam. In any case, one critical hit from either of our heroes cannot kill either of our heroes. On average two critical hits with a greatsword will bring a hero into unconsciousness, but critical hits don't happen all the time by any stretch. On another note, I was also toying with giving each class a slow progression in wound points, (low [one wound point per three levels], medium [one wound point per two levels] and [high one wound point per level]), but I abandoned the idea as it kind of defeats (partially) the purpose of having wound points in the first place. [/QUOTE]
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