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Author Topic: Vitality and Wounds system
Trollen
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Member # 134357



posted April 29, 2003 01:30 PM      Profile for Trollen   Email Trollen    Edit/Delete Post
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
Lord Schpungus
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Member # 111502



posted April 29, 2003 02:42 PM      Profile for Lord Schpungus      Edit/Delete Post
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
skyman
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Member # 133451



posted April 29, 2003 09:59 PM      Profile for skyman      Edit/Delete Post
I like the injury and severe injury concept.

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"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
Belur
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Member # 103199



posted April 30, 2003 01:54 PM      Profile for Belur      Edit/Delete Post
This system actually seems balenced and sensible. Good work.
From: New York | Registered: Aug 2002  |  IP: Logged
hvg3akaek
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Member # 70408



posted May 04, 2003 03:21 PM      Profile for hvg3akaek   Email hvg3akaek    Edit/Delete Post
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 [Smile]
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.

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**************

"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: Logged


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