Author
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Topic: Vitality and
Wounds system |
Trollen
Member Member # 134357
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posted April 29, 2003 01:30 PM
A little
while ago some of you posted your thought on vitality, wounds
and dr. Here is my attempt at making a system out of all of
your postings. I take no credit.
I also found some
stuff at http://www.mabinogin.com/Woundpoints.htm
Wounds -Represents
the characters ability to take damage -Con score -A
character that takes 50% of his Wound Points in 1 attack has
suffered an injury. This is typically a broken limb. A
character that takes 75% of his Wound Points in 1 attack has
suffered a severe injury, which might result in the loss of a
limb (Fort save DC 15) or a wound that will prove fatal unless
cared for. -Any character who is brought to 0 Wound Points
will require a full week of rest before they begin healing.
During that time they must be under the care of a healer, who
must make a Heal skill check with a DC 15. If the roll is
failed the day does not count towards the week of rest.
-For every two wounds you have, substract that amount to
all your rolls (rounding down). For example Ryan has 5 wounds,
and substracts 2 from all his rolls untill he gets his wounds
healed. -Whenever a character takes damage to his wound
points, he must take a fortitude save equal to 5 + the damage
taken. If he fails he falls unconscious for 1d4
rounds. -Wounds heal at a rate of 1 point per
day
Vitality -Represents the caracters ability to
avoid damage, whenever his vitality is reduced, you could say
he becomes more tired, and his ability to avoid wounds is
decreased. -Full hit die from 1st level -Con added as
normal -Damage affects vitality as it would
hitpoints -Heals at a rate of one point per level per hour
of rest.
Healing -Healing affects vitality as it
would hitpoints -Usually healing spells affects vitality
points, but the caster can decide to make it affect wounds.
The amount healed is level of the weave used x (d2) + half the
caster level(round down). So a level 10 channeler using a
level 3 weave would heal 5 +3d2 wounds. -An alternate way
of dealing with this is healing the character 1 wound for
every 5 points if vitality healed with a
weave.
Armour -Armour grants an AC bonus (protection
of vital areas and possibility of deflection) and a DR bonus
(absorbing damage). -Take the current Armour bonus,
retaing an Armour bonus of +1 for light, +2 for medium and +3
for heavy and converting the rest into DR. -So Leather
Armour grants a +1 Armour bonus and has a DR of 1, Chainmail a
+2 Armour bonus and a DR of 3 and Half Plate a +3 Armour bonus
and a DR of 4. The max DR is 5. -The Armour bonus stacks
with the Class bonus to AC. The smaller Armour bonuses and
Class bonus being slower than BAB progressions means that they
can stack without being too unbalanced. -The Armsman's
Armour Capability is now changed to Armour Mastery. Armour
mastery grants +2 armour bonus, and +1 to the DR of an armour
whenever he wears armour
Sneak attacks -Sneak
attacks do 1 point per sneak attack dice + str bonus directly
to wounds, in addition to this you roll for normal damage
against vitality.
Weaves -Weaves do normal damage to
vitality points.
Critical hits -Critical hits does
damage equal to the critical hit multiplier + str bonus + the
damage rolled.
Falling -Falling deals 1d6 Hit Points
and 1 Wound per 10 feet fallen. A character can attempt a
Tumble check to reduce the damage as normal
How taking
damage works: -You take damage to your vitality points
first, and when those are "used up" you start taking damage to
your wound points.
Suggestions?
[ April
29, 2003, 01:35 PM: Message edited by: Trollen ]
From:
Bergen, Norway | Registered: Apr 2003
| IP: Logged
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Lord Schpungus
Member Member # 111502
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posted April 29, 2003 02:42 PM
bleh.
Keep the VP/WP stuff to the same thread, please. I
swear, there's a new person proselytizing VP/WP every week.
Most people who want these rules already have them or can look
to the bottom of this page for the thread on it.
From:
The Global Community | Registered: Oct 2002
| IP: Logged
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skyman
Member Member # 133451
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posted April 29, 2003 09:59 PM
I like the
injury and severe injury
concept.
-------------------- "Death comes sooner or
later to everyone unless they serve the Dark One, and only
fools are willing to pay that price." -Lan
Mandragoran
From:
Olympia, WA | Registered: Mar 2003 |
IP: Logged
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Belur
Member Member # 103199
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posted April 30, 2003 01:54 PM
This system
actually seems balenced and sensible. Good work.
From:
New York | Registered: Aug 2002 |
IP: Logged
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hvg3akaek
Member Member # 70408
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posted May 04, 2003 03:21 PM
i use a
less-severe verson of the WP/VP...except that i have a
critical table, so when anyone rolls a critical, very bad
things can happen but thats rare.
i like the penalty to
rolls from WP damage!
however:
quote:
Whenever
a character takes damage to his wound points, he must take a
fortitude save equal to 5 + the damage taken. If he fails he
falls unconscious for 1d4 rounds.
the SW rules (and how i play) is that you roll at the
end of the round, against all the WP damage taken that round.
this means that someone suffering one big hit is at much risk
as someone suffering from a number of smaller hits in quick
succession.
I also allow healing of WP at 1
WP/level/day.
I like your take on channelers choosing
WP/VP to heal. I had it that the Xth level weave heals Xd8
VP and X WP, but i think i will change that to Xd8 VP *or* X
WP.
i am using your armour rules, with the moification
of light=+1, med=+3, heavy=+5. going up by twos seemed
better because (a) it limited the huge DRs (like DR5 at second
level), but mostly (b) because getting the feat to use heavier
armour seemed not as exciting when it only granted you +1
AC.
What about shields? simply as written?
sneak
attacks - ow! so now they are doing (for example)
d6+3d6+2+3+2? (d6 weapon, 3d6 sneak, 2 str, 3 to WP from
dice, 2 to WP from str) thats alot better...i am using the
point from each dice goes to WP, but that point is subtracted
from the damage to VP. so if he normal damage is d6+3d6+2
to HP, my damage is d6+3d6+2-3 tp VP, 3 to WP.
my
criticals do a single amount of damage straight to wounds, and
if they have a larger than x2 multiplier, then they do extra
damage to VP. so, d10x3 would do d10 to WP and d10 to VP,
whereas d8x4 does d8 to WP and 2d8 to VP. strength etc
added
normally.
-------------------- **************
"Fear
leads to Anger. Anger leads to Hate. Hate leads to
Suffering." -the Jedi Master Yoda
"Suffering
produces Perseverance, Perseverance builds Character; and
Character brings Hope." - the Apostle Paul
From:
Sydney | Registered: Mar 2002 | IP:
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