Author Topic: Wound and Vitality Points?  (Read 1560 times)

0 Members and 1 Guest are viewing this topic.

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Wound and Vitality Points?
« on: July 08, 2010, 09:02:59 PM »
http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm

So who's used them?

I've considered a variant along the lines of this:
Quote
After a character is reduced to 0hp, further damage reduces their Con score.

Critical hits do not multiply damage but instead inflict damage to the target's Con score as an additional effect, equal to the hp damage of the attack minus double the victim's level/CR (eg. a 20th-level character struck by a crit that dealt 42 damage would take 2 points of Con damage). Weapons with crit multipliers above x2 lose them, and instead receive a +4 bonus on the confirmation roll for every additional +100% damage.

Whenever the target's Con score is targeted in this manner, the attacker and target make opposed level checks (NPCs and monsters use their CR). If the target wins, it is Constitution damage. If the attacker wins, it is Constitution drain.
The multiplier needs calibrating. Maybe halve the damage, then subtract level.
« Last Edit: July 08, 2010, 09:07:13 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

RobbyPants

  • Organ Grinder
  • *****
  • Posts: 7139
Re: Wound and Vitality Points?
« Reply #1 on: July 08, 2010, 09:45:40 PM »
I didn't like how swingy they made crits (although that's why some people love them).

Personally, I've been trying something where everyone takes half their damage as non-lethal damage.  On a crit, the weapon deals max normal damage (no multipliers) and all of it is lethal damage.  Also, I worked in a second wind mechanic where once per day, as a standard action, the PC can heal all of their non-lethal damage and remove the fatigued and exhausted conditions. 

I think it's pretty much the same line of thought as VP/WP, but I don't need to work up much in the way of new mechanics.  Also, it makes HP less abstract in the same way that VP/WP do.
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

McPoyo

  • Organ Grinder
  • *****
  • Posts: 3783
    • Email
Re: Wound and Vitality Points?
« Reply #2 on: July 09, 2010, 03:00:24 PM »
Tried WP/VP once where crits just dealt the weapon's base damage only to con on a crit. It worked pretty well, but made crits hella nasty against the PCs.
[Spoiler]
A gygaxian dungeon is like the world's most messed up game show.

Behind door number one: INSTANT DEATH!
Behind door number 2: A magic crown!
Behind door number 3: 4d6 giant bees, and THREE HUNDRED POUNDS OF HONEY!
They don't/haven't, was the point. 3.5 is as dead as people not liking nice tits.

Sometimes, their tits (3.5) get enhancements (houserules), but that doesn't mean people don't like nice tits.

Though sometimes, the surgeon (DM) botches them pretty bad...
Best metaphor I have seen in a long time.  I give you much fu.
Three Errata for the Mage-kings under the sky,
Seven for the Barbarian-lords in their halls of stone,
Nine for Mortal Monks doomed to die,
One for the Wizard on his dark throne
In the Land of Charop where the Shadows lie.
[/spoiler]

veekie

  • Organ Grinder
  • *****
  • Posts: 9034
  • WARNING: Homing Miko
Re: Wound and Vitality Points?
« Reply #3 on: July 09, 2010, 06:49:10 PM »
It's a nice idea, but the whole crit thing really wrecks it, whoever came up with it had not accounted for the extremely high base damage at mid and late game, so crits always end fatally, particularly with damaging spells. There isn't a whole lot you can

It's a nice way to work health system variations off though.
I.e. critical fail on a save inflicts damage equal to the spell level in addition to the spell's normal damage to vp, critical hits inflict the weapon's base damage, while normal damage to vp remains.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

Nox_Noctis

  • Hong Kong
  • ****
  • Posts: 1236
  • A Simple Exchange
    • Email
Re: Wound and Vitality Points?
« Reply #4 on: July 22, 2010, 07:54:57 PM »
It might be a good fit for E6. Critical hits could still reduce people to 0 Wound Points but it wouldn't be as common, at least for characters who give a damn about their Constitution.

The thing I don't like about it actually is that people can get beaten to a pulp over and over again but as long as they make the save to avoid death [DC 15 Fortitude to avoid the Dying condition], they hover at 0 Wound Points. I think that's just ridiculous. If someone is at 0 Wound Points, I shouldn't have to nuke their save in order to force them to become Dying so that I can then hit them again with a Coup de Grace to force a saving throw at a much higher save DC.

The other thing that bothers me is the stunning effect of wound damage. If you land a critical hit, you also have a good chance to stunning for 1d4 rounds, which is a huge boon (save DC determined by damage).

Personally, I'd play it without stunning (someone who takes wound damage is already Fatigued, they don't need more punishment for getting hit) and rule that, once at 0 Wound Points, you die when your Wound Points reach negative half of your maximum Wound Points or negative 10, whichever is the lower number (the more negative number). This gives a bit of a buffer without the annoying issue of people never dying because they can make a DC 15 Fortitude save.

But I still wouldn't play it in a regular campaign. I really would be tempted to try it for E6.
[spoiler]
[/spoiler]

bkdubs123

  • Organ Grinder
  • *****
  • Posts: 2724
    • Email
Re: Wound and Vitality Points?
« Reply #5 on: July 23, 2010, 04:38:40 AM »
What if instead of WP and VP weapon crits work like this.

Player (Longsword): I roll a 19, with +11 to hit.
DM: That hits, and you score a critical!
Player (Longsword): Yes! That's 8 damage (max 1d8), plus my 4 from Strength for a total of 12, and 2 points of Constitution damage sucker!

So in other words the multiplier on weapons becomes instead a static amount of Constitution damage inflicted by the crit, and the standard hitpoint damage of the attack becomes maximized. I'd think though that if this were being used losing Con shouldn't temporarily decrease your hitpoints.

weenog

  • Grape ape
  • *****
  • Posts: 1706
Re: Wound and Vitality Points?
« Reply #6 on: July 23, 2010, 05:54:51 AM »
What if instead of WP and VP weapon crits work like this.

Player (Longsword): I roll a 19, with +11 to hit.
DM: That hits, and you score a critical!
Player (Longsword): Yes! That's 8 damage (max 1d8), plus my 4 from Strength for a total of 12, and 2 points of Constitution damage sucker!

So in other words the multiplier on weapons becomes instead a static amount of Constitution damage inflicted by the crit, and the standard hitpoint damage of the attack becomes maximized. I'd think though that if this were being used losing Con shouldn't temporarily decrease your hitpoints.
This seems like a big kick in the balls to power attackers and anyone relying on high Str.  Rogues, scouts, and anyone attacking with something like scorching ray or disintegrate likes the idea a lot, though.

EDIT: How would you handle critical hits with effects that don't deal hp damage under this system?  Enervation, for example.
« Last Edit: July 23, 2010, 05:57:22 AM by weenog »
"We managed to make an NPC puke an undead monster."
"That sounds like a victory to me."

Ferret

  • Ring-Tailed Lemur
  • **
  • Posts: 12
Re: Wound and Vitality Points?
« Reply #7 on: July 23, 2010, 11:02:11 AM »
We use a pretty heavily houseruled version of wound/HP.

Wound Points start out equal to your CON score, and you gain your Con Modifier each level in Wound points, in addition to your normal increase in HP. Sneak Attacks do not deal +dice damage, rather they deal damage directly to WP (but are much harder to initiate).  We've done away with the Dying condition check - if you take damage that would put you negative, you're Dying, and need to be stabilized/healed as per the normal HP rules.

We like the grim and gritty of it. Crits/rogues are swingy, and combat is always -dangerous-.

I don't like standard attacks inflicting CON damage - I hate having to recalculate HP etc.

bkdubs123

  • Organ Grinder
  • *****
  • Posts: 2724
    • Email
Re: Wound and Vitality Points?
« Reply #8 on: July 24, 2010, 11:57:37 PM »
This seems like a big kick in the balls to power attackers and anyone relying on high Str.

Hrm. Very true. It would require a much heavier time investiture on even more house rules so that Power Attack and high Str are again worth the effort. :/

Quote
EDIT: How would you handle critical hits with effects that don't deal hp damage under this system?  Enervation, for example.

The same way. An Enervation crit would bestow maximum negative levels and deal 2 points of Con damage. Again, I'd suggest making the Con damage NOT recalculate hitpoints, just for simplicity's sake.