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Title: VP/WP System Discussion
Post by: Xeviat on June 10, 2006, 12:50:37 AM
(If you are unfamiliar with the VP/WP system, you can read it here (http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm#vitalityPoints.)

The Starwars Roleplaying Game introduced the vitality point/wound point system to the d20 universe. I had heard of it then, but I didn't give it a chance in my games until it was rereleased in Unearthed Arcana. After thinking it over for some time, I decided to introduce it into my games.

I'll never go back to hit points. The VP/WP system, if you are still unaware, replaces the standard HP system. In the VP/WP system, your former HP become your VP, your vitality points. Vitality points are a measure of your character's endurance. When you take damage from an attack, the damage is subtracted from your vitality points; this represents that you were able to shrug off the attack, expending some energy in the process to ensure that you were uninjured. When you are out of vitality points, or when you are critically hit, the damage is instead applied to your wound points (WP). A character has a number of WP equal to their current Constitution score, though this number can be raised with feats.

There are two great things the VP/WP system has done for my games. First, the VP/WP system is more descriptive than the HP system. When a character suffers VP damage, the player knows not to feel too threatened; they were scratched, bruised, or hit very hard in the armor. When a character suffers WP damage, they know they were hurt, and the subsiquent fatigue that comes along with WP damage shows it. It's also much easier for a DM to realistically describe what damage looks like, especially when players ask (as they always do) "how does he look?" in reference to NPCs or monsters; if a npc or monster has only taken VP damage, they might appear "a little tired, but otherwise fine" or "in fighting condition", but when a monster or npc has taken WP damage, you could describe the injuries and the fatigue that comes along with it, saying "he looks pretty injured" or "he's clinging onto life". Sure, you can still describe things in this way with the HP system, but someone fights just as well with 1 hp as they do with 100.

The second aspect of the VP/WP system that has improved my games is that it makes combat more realistic without taking away the heroism of the system. Characters still have alot of VP, and can survive rounds of punishment (that is, if they are a melee character); but criticals are scary and rewarding. In one game I'm running, a good 40 percent of the world's population has natural weapons, so when a character without natural weapons gets in a bar fight with someone who does, they feel the danger of the situation (in my version of the VP/WP system, unarmed attacks don't deal WP damage unless you take the -4 lethal damage penalty; though I do have a system of Nonlethal damage still). Even a lowly dagger can put fear into a player's game.

I've been using the VP/WP system for some time now. I've added a few other things to it, such as the alternate death and dying rules (which utilizes fort saves to resist death rather than percentiles), and I am looking to tweek sneak attack to fit in with the VP/WP system some.

I will be posting my full VP/WP rules shortly. Until then, I'd like to hear your thoughts on the matter; discuss the pros and the cons, your thoughts and feelings, and especially your experiances. One of my main goals as a DM and game tweeker is to make the game as realistic, but still as simple as possible. I feel VP/WP offers a way to make that more possible.

What do you think?
Title: VP/WP System Discussion
Post by: CYMRO on June 10, 2006, 09:13:22 AM
I am all in favor of more realistic combat.
I have considered VP/WP for Altvogge, but I have hesitated. I am interested in hering more from those with experience using.  Pro and con.


Quoteand I am looking to tweek sneak attack to fit in with the VP/WP system some.
Sneak attack and death attack both, if you use assassins.

I also wonder about the NPC thing.  
Title: VP/WP System Discussion
Post by: Xeviat on June 10, 2006, 11:43:23 AM
I'll kick it off then. You've heard my pros, so I don't really need to describe them in depth.

So, from my experiance using it, two main "cons" pop up. The first is that it is a new system which requires some learning; some players just aren't willing to learn anything new. Second, as a major house rule user, I've been forced to change things mid campaign, which throws a wrench in a few things. Third, combat is more deadly and random, which suposidly hurts the PCs (but I haven't seen the PCs offed by a single crit yet).

As for NPCs only getting WP, I don't do that. There is no way something can have a CR greater than 1 if it only has 10 hp and it's dead. I don't care how high it's BAB and AC are; NPCs with only WP are toasted by a single area affect spell.
Title: VP/WP System Discussion
Post by: Lmns Crn on June 10, 2006, 12:21:44 PM
I've been doing some thought experiments concerning VP/WP in DnD, but I have some good experience with the system as presented in Star Wars d20, which was my introduction to tabletop gaming.

I can answer about the NPC thing really quickly. Tougher, boss-type NPCs have vitality; cannon fodder types do not. This is designed to enable encounters that are numerically uneven, without having to water-down the enemies' levels. Think in terms of a party of four PCs facing off against two dozen orc soldiers, or a squadron of Stormtroopers, or otherwise outnumbered. Since the thugs have no VP, they drop like flies when they start taking damage, so the DM can plan that kind of combat using comparative-level NPCs that have the kinds of feats and attack bonuses and whatnot to challenge the PCs, but the battle's still "winnable."

So, in a way, the use of Vitality-less NPCs is a variant that makes combat a little less realistic, and a little more romanticized-- the whole point is the creation of disposable thugs for the PCs to dispatch in large quantities.

In terms of pros, you have the no-vitality-thugs option, should you choose to use it. You have a way for PCs to heal more quickly without relying on magical healing, because Vitality comes back pretty fast.

And as Xeviat points out, it provides a built in way to add some color and realism to combat. Taking VP damage is demonstrably different than WP damage in terms of what happens in-game, and the definition of VP damage as "damage you barely avoided" rather than "damage that just hit you" goes a long way to explain why a high-Con barbarian can get peppered with arrows and repeatedly sworded, without dying like it seems a normal person ought to after all that punishment.

Cons, for me, involve mainly little mechanics details. I got used to VP/WP in Star Wars before I moved on to fantasy genre DnD, and the latter is more complicated in terms of damage in combat. We have sneak attack, and spell damage, and magical healing, and nonlethal/subdual damage, and temporary hit points, and other things that make damage less straightforward. I'm a little hesitant to further complicate that by introducing VP/WP, though I expect I'd feel better about that if I could just address what happens to all those abovementioned effects under that system.

The other Con is that I've never liked what the standard-issue VP/WP system does to the crit ranges and multipliers of weapons that would otherwise threaten on a 20 and crit for x3 or more. If I want to crit more often, I'll swing a 1d8 longsword. If I want to crit more painfully, I'll swing a 1d8 warhammer, and cave in sternums with a x3 multiplier. VP/WP would make both weapons statistically identical (except that one's slashing and the other's bludgeoning, of course), and that's a little bit of fun, mechanical flavor that I'd be sad to see depart.

One thing that occurred to me is to leave the multipliers alone, and just count WP damage as a doubling. So, a weapon with a x2 multiplier does non-doubled damage to WP, like always. A weapon with a x3 multiplier does non-doubled damage to WP and another hit's worth of damage to VP. A weapon with a x4 multiplier would do non-doubled damage to WP and two hits worth of damage to VP when it hits. Note that this is not playtested; it's just my hypothetical musings.

Another potential con is the effect of spell crits in a VP/WP system. Since all spells that require attack rolls default to a 20/x2 critical threat/multiplier, and most have a pretty high damage, crits with them can be pretty painful. Take for example Scorching Ray, as a 2nd level spell, doing 4d6 WOUNDS damage (average: 14 points) when it crits. Assuming average damage, you need a 15 Con just to avoid dropping unconscious on the spot, even if that's your first hit in the fight. Even if you're a 20th level character (since your WP never increases unless your Con increases, or you take the Toughness feat.)
Title: VP/WP System Discussion
Post by: CYMRO on June 10, 2006, 12:33:55 PM
QuoteEven if you're a 20th level character (since your WP never increases unless your Con increases, or you take the Toughness feat.

Making Toughness add WP would seem to actually make that feat worthwhile.



QuoteOne thing that occurred to me is to leave the multipliers alone, and just count WP damage as a doubling.

Seems logical on the surface.
Title: VP/WP System Discussion
Post by: Lmns Crn on June 10, 2006, 12:42:19 PM
Quote from: CYMRO
QuoteEven if you're a 20th level character (since your WP never increases unless your Con increases, or you take the Toughness feat.

Making Toughness add WP would seem to actually make that feat worthwhile.
The way it's set up in SWd20 is that there are two similar feats, and each can be taken multiple times with stacking effects. Quickness adds 3 VP to your maximum, and Toughness adds 3 WP to your maximum.

So yeah, in a VP/WP system, Toughness is actually pretty useful, but Quickness is rather unimpressive.
Title: VP/WP System Discussion
Post by: CYMRO on June 10, 2006, 01:48:22 PM
So, what is the workable answer for sneak/death attack?
What aboot Smite?
Title: VP/WP System Discussion
Post by: Lmns Crn on June 10, 2006, 01:59:31 PM
Quote from: CYMROSo, what is the workable answer for sneak/death attack?
What aboot Smite?
A good question. I'd assume that both would go with the default treatment of large-damage attacks (i.e., taking off VP until all the VP are gone, then taking off WP with remaining damage.) There might be a few interesting workarounds, perhaps along the lines of one point of damage from every d6 of Sneak Attack bonus going directly to wounds damage. Haven't really thought too hard about that one yet, much less playtested it.

But now that you mention it, crit sneak attacks in a VP/WP system would kill people extrodinarily dead if the bonus d6's went to wounds damage. Difference in lethality is drastic, since under the normal system, sneak attack bonus damage is not multiplied when there's a critical hit. So maybe those bonus d6's should always do Vitality damage (unless the target has no VP left, of course) while the normal weapon damage goes to Wound damage upon a critical hit as normal.

Could be a general rule of thumb for VP/WP system crits: If it's doubled in a HP system, it goes to WP damage in a VP/WP system. If it's not doubled, it doesn't.

I have no familiarity with the assassin or death attack mechanics, but if they're modeled after sneak attack, I assume they'd be handled in the same way.
Title: VP/WP System Discussion
Post by: Xeviat on June 10, 2006, 03:27:44 PM
Luminous, thank you for the cons you posted, because those things are adressed in my variant. I will post the variant VP/WP additions I use (but I won't get into my alternate death and dying rules just yet).

[spoiler=sneak attack]The conclusion you came to is actually the generally accepted rule; if damage isn't normally multiplied in a critical, it goes to VP even on a crit. But something about a sneak attack (which creatures who are immune to critical hits are also immune to sneak attacks) doesn't sound like an attack that should do VP damage. An early, but simple solution that was presented to me was to remove all sneak attack dice, and replace them each with a cumulative +1 wp damage. So when you attack with a sneak attack, you do VP damage as normal, but also do some WP damage. Elven Doritos suggested changing this to +2 at first and having it go up by 2 at even levels starting at 4th (this way it starts off with enough oomph). But, brainface helped me to come up with another option: sneak attacks at first level deal VP damage and then provoke a fort save (DC 10 + 1/2 rogue level + Int mod); if the save fails, they take WP damage equal to the damage of the attack in addition to the VP damage. This means a rogue can kill with one hit, or pretty close. It will take some minor playtesting (for instance, they might need to deal additional damage dice or multipliers at higher levels for the ability to continue to scale appropriately), and perhaps rogues shouldn't be able to flank sneak attack with this (never liked it anyway). But it's something to think about.[/spoiler]
[spoiler=spell damage]In a VP/WP system, I think spells could be reworked to take the system into account. Since attack roll spells can crit, perhaps other spells should be able to "crit" too. For instance, if you toast someone with a fireball, and they roll a natural 1 on their save, you've critically hit them with the fireball. They would take normal vp damage, and perhaps 1 point of wp damage for every die of the effect. But, to keep things balanced, if someone rolls a natural 20 on a save vs. a fireball or other save for half effect, they instead take no effect. This has some ties in with evasion; evasion changes to "treat successes vs. reflex half effects as critical successes (thus taking no damage)" and improved evasion changes to "treat failures vs. reflex half effects as successes (thus taking half damage)" and a possible epic evasion will be "treat critical failures vs. reflex half effects as failures (or possibly successes)". Thus, any damage dealing spell can crit. But, in defense of scorching ray, which deals an average of 14 damage as you stated, a fighter could be dealing 14 damage at 3rd level anyway (2d6 is 7 damage, +3 str, +1 enhancement ... you just need another 3 damage from power attack or another source; at 4th level it's even easier).[/spoiler]
[spoiler=magical healing]UA already changed cure spells. The dice cured heals vp, and the caster level cured heals wp. I'll need to adress this in my MP system when I get around to it, though.[/spoiler]
[spoiler=nonlethal/subdual damage]In the UA system, there is no such thing as nonlethal damage; I don't like that. In my system, nonlethal damage attacks affect VP normally, but if you crit with one you deal nonlethal damage. When nonlethal damage matchs your current WP, you are staggered; when it exceeds, you're unconscious (unless you have diehard, in which case you're still limited to a standard action).[/spoiler]
[spoiler=temporary hit points] Only one other person has brought up temp. hp in a WP system to me before, so kudos. I'm assuming your problem with it is the fact that temp HP doesn't protect you at all from a critical hit. I solved this by stating that temp HP protects against all damage, be it VP or WP. If you crit, you'll take a chunk of their temp HP off.[/spoiler]
[spoiler=crit ranges and multipliers of weapons]=) This is my favorite. Your solution is one that's often proposed, but it isn't balanced; it's actually making axes and picks weaker. Here is my solution: when you roll a hit, you deal vp damage, even if the hit is a critical threat. If you confirm your critical threat, then you also deal wp damage. With that in place, 20/x3 and 20/x4 weapons can safely become 20/x2 and 20/x3 weapons, dealing double or triple damage to wounds on a critical hit. An axe wound simply hurts, and a pick wound does horrible things to your insides. Here's why it's balanced: On average, a longsword will threat twice as often as an axe, but the axe will deal twice as much wp damage on a crit. The reason I had to add vp damage on a crit was because without it, axes and picks were dealing more vp damage on average, but the same wp damage on average. I've tested this in game; axe and pick (and worse, greataxe and scythe) wounds typically kill (though again, I have alternate death rules that give PCs a chance to survive horrible injuries), but rapiers wear opponents down quickly (because of the fatigue).[/spoiler]

Here is one other rule I've added: When your VP reaches 0, you are fatigued. Fatigued is changed to apply a -2 penalty to all ability scores, and you can't charge or run. When you take 1 point of WP damage, you're fatigued as well. When your WP reaches 0, you're exhausted. Exhausted is changed to apply a -6 penalty to all ability scores, and limits you to a single standard action.

How do all of those changes affect the system in your mind? Again, I've been playing with this for some time now, and I haven't had my PCs haven't had any horrible accidents yet (in fact, the dualist character has taken muliple opponents out with single hits, and the vp/wp system is making her have a ton of fun).
Title: VP/WP System Discussion
Post by: CYMRO on June 10, 2006, 04:13:14 PM
QuoteElven Doritos suggested changing this to +2 at first and having it go up by 2 at even levels starting at 4th (this way it starts off with enough oomph). But, brainface helped me to come up with another option: sneak attacks at first level deal VP damage and then provoke a fort save (DC 10 + 1/2 rogue level + Int mod); if the save fails, they take WP damage equal to the damage of the attack in addition to the VP damage

At the moment, I think I like Eldo's idea, or a variation thereof, better.
Brainy's idea, or a variation, seems like it would fit death attack better.

I agree with you on keeping nonlethal damage.

Temp hit points seem to become a powreful combat factor.

The whole crit thing is definitely the weevil in the cabbage to me.
Title: VP/WP System Discussion
Post by: CYMRO on June 10, 2006, 05:16:33 PM
So, when statting classes using VP/WP, do you replace the term hit die with vitality die?

Reworking spells and powers could be a headache, yes?
Title: VP/WP System Discussion
Post by: Xeviat on June 10, 2006, 05:36:24 PM
Spell reworking would be a synch to me.

And I believe you would call them vitality dice. I don't use the term VP in my house games, we just call them HP and WP; but by the rules you can't change the definition of HP (the d20 rules), so you have to call it VP in official stuff.

Death attack is simply save or die, not save or have a chance of dying. Eldo's has it's strengths (such as being easily added to the game), but I still don't think that +2 WP damage is effective enough at first level.

For instance, in the current rules, a 1st level rogue can kill a first level warrior with one hit. The 1st level rogue will deal around 1d6 (shortsword) + 1d6 (sneak attack) + 1 (str) with a sneak attack, for a total of 8 damage on average. The 1st level warrior has 5 hp on average since their first HD isn't maximized.

On the other hand, that same 1st level warrior will have 10 WP. Even having sneak attack go straight to WP with a save, you're still only looking at 2 to 7 damage with my earlier example, for an average of 5.5 damage. It still isn't that deadly.
Title: VP/WP System Discussion
Post by: CYMRO on June 10, 2006, 06:01:27 PM
QuoteEldo's has it's strengths (such as being easily added to the game), but I still don't think that +2 WP damage is effective enough at first level.

Maybe changing sneak attack to 1d6 WP + 1/rogue level?
Title: VP/WP System Discussion
Post by: CYMRO on June 11, 2006, 03:08:53 PM
So, as far as crits are concerned...

Rather than changing all the weapon stats aboot, would it not make more sense to leave all crit ranges and multipliers alone.  Then, if a crit is confirmed all that normal multiplied damage that a weapon traditionally does would be VP.  In addition, a normal damage roll is made for said weapon, and that damage is sliced off of WP.
Does that make sense?
Title: VP/WP System Discussion
Post by: Raelifin on June 11, 2006, 05:33:35 PM
In my early days of studying the vp/wp system I thought the same things as you three. Eventually I decided on a variant that kept all hitpoint totals the same, all weapon damage and criticals the same but keeping the idea that a stab wound is deadly to most characters. All you need to do is have hitpoints gained at level 2 and above have the flavor of vitality points. If you guys want, I'll put some focus on including a more detailed explanation of the hitpoint variant on my site.
Title: VP/WP System Discussion
Post by: CYMRO on June 11, 2006, 05:43:43 PM
Yes, Raef, more detail, please.
Title: VP/WP System Discussion
Post by: Raelifin on June 11, 2006, 06:19:26 PM
Okay, I'll work on getting my system up tonight. Any ideas for a name for points of luck, skill and endurance other than hero points? I can't legaly use hero points with d20 because they have the same abreviation as hitpoints. >_>
Title: VP/WP System Discussion
Post by: CYMRO on June 11, 2006, 06:25:43 PM
Luck points?
Facility points?
Heroic Capacity?
Title: VP/WP System Discussion
Post by: Lmns Crn on June 11, 2006, 06:29:32 PM
Raelifin, I like the idea of using Tenacity as a name for that kind of mechanic, but that's just right off tht top of my head.

Edit: But not Tenacity Points, as that would abbreviate as TP.

Edit of the Edit: CYMRO beat me to it, with Dread Cabbage Powers (DCP.)
Title: VP/WP System Discussion
Post by: CYMRO on June 11, 2006, 06:36:04 PM
Tenacity Capacity...

For t.c. has a different connotation than t.p.
Title: VP/WP System Discussion
Post by: Raelifin on June 11, 2006, 07:11:36 PM
I'm leaning toward legend points. Now, as soon as this baby stops walking around in a sleepy haze, I can get to work!
Title: VP/WP System Discussion
Post by: CYMRO on June 11, 2006, 10:14:53 PM
QuoteIn the UA system, there is no such thing as nonlethal damage;

I wonder why this is so.  I agree with XT that nonlethal should be left in place.  It has an important place in many a campaign.

Title: VP/WP System Discussion
Post by: Raelifin on June 11, 2006, 10:16:58 PM
It's in my system, though changed a bit.

Here it is!
http://www.raelifin.com/phaedoras/intro_hitpoints.php
Title: VP/WP System Discussion
Post by: CYMRO on June 11, 2006, 10:27:47 PM
QuoteBoth regeneration and fast healing restore vitality first, then fortune.

Raef, does magical healing work the same, going to the more vital points first, then the fortune points?
Is your CS completely without magic healing?
Title: VP/WP System Discussion
Post by: Raelifin on June 11, 2006, 11:01:22 PM
I have two spells that heal one vp. That's it. I do have lots of spells that heal fp though.

If you wanted to use this system with traditional magic healing I'd run it like regeneration.
Title: VP/WP System Discussion
Post by: Xeviat on June 12, 2006, 08:58:01 PM
Raelifin, I'm assuming you're using VP in the place of WP, and FP in the place of VP, correct? So your first HD are your VP, and your later HD are your FP. If you're hit with a crit, the damage goes straight to your VP?

This has some promise. I still like the fact that in traditional WP/VP, a fighter or wizard of equal health will have the same WP; fighters should be healthier, and that's where they get their extra beef from.
Title: VP/WP System Discussion
Post by: CYMRO on June 13, 2006, 01:50:19 PM
Quote from: CYMRO of the Cabbage Cabal
QuoteEldo's has it's strengths (such as being easily added to the game), but I still don't think that +2 WP damage is effective enough at first level.

Maybe changing sneak attack to 1d6 WP + 1/rogue level?

Rethinking this last night at work, what aboot 1d12 + 1/rogue level?
Title: VP/WP System Discussion
Post by: Xeviat on June 14, 2006, 04:01:41 PM
CYMRO, you're saying that, when a rogue makes a successful sneak attack, in addition to dealing VP damage as normal, they'll deal an amount of WP damage equal to a Die plus a modifier? What if it were a die+rogue's int mod, so it scales more in relation to opponent's constitution scores?

I do like this option better than the other one (the one where the opponent makes a save or takes wound damage equal to the vp damage dealt) because this is more in line with current sneak attack (it's just extra damage), and it doesn't favor one weapon over another (like an "auto-crit" would favor high multipliers).

I'm not sure if this discussion lost its steam.
Title: VP/WP System Discussion
Post by: Raelifin on June 14, 2006, 04:35:07 PM
Quote from: Xeviat TranionRaelifin, I'm assuming you're using VP in the place of WP, and FP in the place of VP, correct? So your first HD are your VP, and your later HD are your FP. If you're hit with a crit, the damage goes straight to your VP?

This has some promise. I still like the fact that in traditional WP/VP, a fighter or wizard of equal health will have the same WP; fighters should be healthier, and that's where they get their extra beef from.
Actually, critical hits remain the same. I like the way they work in core.
Title: VP/WP System Discussion
Post by: Xeviat on June 14, 2006, 04:38:53 PM
Quote from: RaelifinActually, critical hits remain the same. I like the way they work in core.

Then your system does nothing except aid in description, am I correct?
Title: VP/WP System Discussion
Post by: CYMRO on June 14, 2006, 06:30:52 PM
Quote from: XeviatCYMRO, you're saying that, when a rogue makes a successful sneak attack, in addition to dealing VP damage as normal, they'll deal an amount of WP damage equal to a Die plus a modifier? What if it were a die+rogue's int mod, so it scales more in relation to opponent's constitution scores?

I do like this option better than the other one (the one where the opponent makes a save or takes wound damage equal to the vp damage dealt) because this is more in line with current sneak attack (it's just extra damage), and it doesn't favor one weapon over another (like an "auto-crit" would favor high multipliers).

I'm not sure if this discussion lost its steam.


Yes, a d12 plus int modifier would be a good alternative.

I am going to post later tonight my take on this system, especially as regards how it affects resource points and their usage.
Title: VP/WP System Discussion
Post by: CYMRO on June 14, 2006, 11:40:35 PM
This is what I came up with.  It is geared toward a resource point system, so some things might be inapplicable to a standard campaign.

Vitality and Wound Points

Vitality Points
Vitality points are a measure of a characterâ,¬,,¢s ability to turn a direct hit into a graze or a glancing blow with no serious consequences.   Vitality points go up with level, giving high-level characters more ability to shrug off attacks. Most types of damage reduce vitality points.
Characters gain vitality points as they gain levels.   At each level a character rolls a vitality die and adds his Constitution modifier, adding the total to his vitality point total. (A character always gains at least 1 vitality point per level, regardless of his roll or Constitution modifier.) A 1st-level character gets the maximum vitality die result rather than rolling.

Wound Points
Wound points measure how much true physical damage a character can withstand. Damage reduces wound points only after all vitality points are gone, or when a character is struck by a critical hit, sneak attack, or other specialized attack. A character has a number of wound points equal to her current Constitution score.

Critical Hits
A critical hitâ,¬,,¢s multiplied damage is applied to your foeâ,¬,,¢s vitality points.  In addition to this, you roll your weaponâ,¬,,¢s normal damage die and apply that roll, without any modifiers, to your foeâ,¬,,¢s wound points.  
Any critical hit automatically overcomes a creatureâ,¬,,¢s damage reduction, regardless of whether or not the attack could normally do so.

Injury and Death
Vitality and wound points together measure how hard a character is to hurt and kill. The damage from each successful attack and each fight accumulates, dropping a characterâ,¬,,¢s vitality point or wound point total until he runs out of points.

0 Vitality Points
At 0 vitality points, a character can no longer avoid taking real physical damage. Any additional damage he receives reduces his wound points.

Taking Wound Damage
The first time a character takes wound damageâ,¬'even a single pointâ,¬'he becomes fatigued. A fatigued character canâ,¬,,¢t run or charge and takes a -2 penalty to Strength and Dexterity until he has rested for 8 hours (or until the wound damage is healed, if that occurs first). Additional wound damage doesnâ,¬,,¢t make the character exhausted.
In addition, any time an attack deals wound damage to a character, he must succeed on a Fortitude saving throw (DC 5 + number of wound points lost from the attack) or be stunned for 1d4 rounds. (During that time, any other character can take a standard action to help the stunned character recover; doing so ends the stunned condition.)
A character may spend a number of his resource points equal to the wound point damage to recover.

0 Wound Points
Wound points cannot drop below 0; any damage that would cause a characterâ,¬,,¢s wound point total to drop below 0 simply causes the character to have 0 wound points.
At 0 wound points, a character is disabled and must attempt a DC 15 Fortitude save. If he succeeds on the save, he is merely disabled. If he fails, he falls unconscious and begins dying.

Disabled
A disabled character is conscious, but can only take a single move or standard action each turn (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesnâ,¬,,¢t risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a quickened spell) worsen the characterâ,¬,,¢s condition to dying (unless it involved healing; see below).

Dying
A dying character is unconscious and near death. Each round on his turn, a dying character must make a Fortitude save (DC 10, +1 per turn after the first) to become stable.
If the character fails the save, he dies.
If the character succeeds on the save by less than 5, he does not die but does not improve. He is still dying and must continue to make Fortitude saves every round.
If the character succeeds on the save by 5 or more but by less than 10, he becomes stable but remains unconscious.
If the character succeeds on the save by 10 or more, he becomes conscious and disabled.
Another character can make a dying character stable by succeeding on a DC 15 Heal check as a standard action (which provokes attacks of opportunity).
A character who is dying can spend 3 resource points to become disabled.

Stable Characters and Recovery
A stable character is unconscious. Every hour, a stable character must succeed on a Fortitude save (DC 10, +1 per hour after the first) to remain stable.  If the character fails the save, he becomes dying.
If the character succeeds on the save by less than 5, he does not get any worse, but does not improve. He is still stable and unconscious, and must continue to make Fortitude saves every hour.
If the character succeeds on the save by 5 or more, he becomes conscious and disabled.
An unaided stable, conscious character at 0 wound points has a 10% chance to start recovering wound points naturally that day.
Once an unaided character starts recovering wound points naturally, he is no longer in danger of dying.

Recovering with Help
A dying character can be made stable with a DC 15 Heal check (a standard action that provokes attacks of opportunity). One hour after a tended, dying character becomes stable, roll d%. He has a 10% chance of regaining consciousness, at which point he becomes disabled. If he remains unconscious, he has the same chance to regain consciousness every hour. Even while unconscious, he recovered wound points naturally, becoming conscious and able to resume normal activity when his wound points rise to 1 or higher.

Special Damage Situations

Coup de Grace
A coup de grace functions normally in that it automatically hits and scores a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + the amount of WP +VP damage dealt) or die.

Healing
After taking damage, a character can recover vitality and wound points through natural healing (over the course of hours or days), or by magic. In any case, a character canâ,¬,,¢t regain vitality points or wound points above his full normal totals.

Natural Healing
Characters recover vitality points at a rate of one vitality point per hour per character level.
With a full nightâ,¬,,¢s rest, a character recovers 1 wound point per character level (minimum 1 per night), or twice that amount with complete bed rest for 24 hours. Any significant interruption during the rest period prevents the character from healing that night.

Assisted Healing
A character who provides long-term care doubles the rate at which a wounded character recovers lost vitality and wound points.

Magical Healing
Healing spells and powers, or feats that give healing powers, heal wound points first, then the balance of points, if any, is applied to healing vitality points.

NPCs and Monsters
Size   Wound Point
Multiplier
Fine   Ãƒ'"1/8
Diminutive   Ãƒ'"Ã,¼
Tiny   Ãƒ'"Ã,½
Small   Ãƒ'"1
Medium   Ãƒ'"1
Large   Ãƒ'"1
Huge   Ãƒ'"2
Gargantuan   Ãƒ'"4
Colossal   Ãƒ'"8
For Small, Medium and Large creatures, a monsterâ,¬,,¢s wound point total is equal to its current Constitution score. Creatures smaller or larger than that have their wound point total multiplied by a factor based on their size, as indicated on the table.   A monsterâ,¬,,¢s vitality point total is equal to the number of hit points it would normally have, based on its type and Constitution score.

Creatures without Constitution Scores
Some creatures, such as undead and constructs, do not have Constitution scores. If a creature has no Constitution score, it has no vitality points. Instead, it has wound points equal to the number of vitality points it would have based on its HD and type. Such creatures are never fatigued or stunned by wound damage.

Bonus Hit Points
If a creature would have bonus hit points based on its type, these are treated as bonus wound points. (For example, a Medium construct gets 20 bonus wound points.) The same holds true for any permanent effect that increases a characterâ,¬,,¢s hit point total (such as the Toughness feat, which adds 3 to the characterâ,¬,,¢s wound point total).   Resource points may be used to augment wound points.

Damage Reduction
Damage reduction functions normally, reducing damage dealt by attacks. However, any critical hit automatically overcomes a creatureâ,¬,,¢s damage reduction, regardless of whether the attack could normally do so. For example, a critical hit against a skeleton (DR 5/bludgeoning) overcomes the creatureâ,¬,,¢s damage reduction even if it was hit with a weapon that does not deal bludgeoning damage.

Fast Healing
Creatures with fast healing regain vitality points at an exceptionally fast rate, usually 1 or more vitality points per round, as given in the creatureâ,¬,,¢s description (for example, a vampire has fast healing 5).
If a creature with fast healing has no Constitution score, fast healing restores lost wound points instead. The same doesnâ,¬,,¢t apply to creatures that have no vitality points but do have a Constitution score (such as a human warrior or domestic animal). Such creatures gain no benefit from fast healing.

Regeneration
All damage dealt to creatures with regeneration is vitality point damage, even in the case of critical hits. The creature automatically heals vitality point damage at a fixed rate per round, as given in the entry (for example, a troll has regeneration 5). A regenerating creature that runs out of vitality points becomes fatigued just as if it had taken wound point damage. Excess damage, however, does not reduce its wound points. Certain attack forms, typically fire and acid, automatically deal wound damage to a regenerating creature, though it may attempt a Fortitude save (DC 10 + damage dealt) to convert this to vitality damage, which it can regenerate normally. Otherwise, regeneration functions as described in the standard rules and in individual monster descriptions.

Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is wound point damage and is 1d10 +1 (+ Int modifier) at 1st level, and the modifier increases by 1 as shown on Table: The Rogue. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Title: VP/WP System Discussion
Post by: Xeviat on June 15, 2006, 12:07:24 AM
So a high strength score and magic weapon will not boost the damage you deal to WP when you crit? What is the progression for the Rogue's sneak attack? Have you considered having the Fort save to resist dying at 0 WP be based on the damage dealt?

And something new that came up: Elementals, plants, and oozes are immune to critical hits and sneak attacks, but they have a constitution score. Should they have no VP and a ton of WP like undead and constructs, or are their WP just very protected?
Title: VP/WP System Discussion
Post by: CYMRO on June 15, 2006, 12:30:28 AM
QuoteSo a high strength score and magic weapon will not boost the damage you deal to WP when you crit?
Since those are already applied to VP damage, I figured not.


QuoteWhat is the progression for the Rogue's sneak attack?
http://www.angelfire.com/rpg2/altvogge/ccrogue.html


QuoteHave you considered having the Fort save to resist dying at 0 WP be based on the damage dealt?
I had not considered that.  That should be the next point of discussion.


QuoteAnd something new that came up: Elementals, plants, and oozes are immune to critical hits and sneak attacks, but they have a constitution score. Should they have no VP and a ton of WP like undead and constructs, or are their WP just very protected?

First instinct is the latter...
maybe....
Title: VP/WP System Discussion
Post by: Xeviat on June 15, 2006, 12:36:07 AM
About elementals, plants, and oozes: they are alive, they do have a con score and thus they do have endurance. They can't be crited because they don't have vitals. So maybe they don't have WP!

I'll write up my alternate death and dying rules, which have worked very well with my WP/VP system; I'll have them up tomorrow night.

PS: Raelifin, why does your rogue sneak attack damage progression become irregular towards the end, causing it to end at +12 at 20th instead of +10 at 19th?