variant of the Vitality/Wound points variant [Archive] - Wizards Community

Post/Author/DateTimePost
Czar of Jesters

03-27-04, 02:34 PM
This is a variant of a variant I came up with to create an even more realistic feel to the game. Instead of changing how criticals work and the like, i have decided to place a cap on how much damage can be deflected to vitality points rather then wound points. This way, how much damage can be dodged or paried is based on how acurate and powerfull the attack was, how much armor the character is wearing, and how skilled in general the character is. This cap is, per damage source, the character's level + [(characters AC -10)- (the successfull attack roll-charachters AC)]. Allright, a level 1 charachter with an AC of 14, is hit with an attack roll of 16 dealing 5 damage; so 1+[(14-10)-(16-14)]; 1+(4-2), 1+2=3, so 3 of the 5 damage can be redirected to vitality points, so the character loses 3 vitality points and 2 wound points. Now then, this does make combat a bit more lethal, however, I think a change to how healing works in this variant could counteract that. In my opinion, it does not make sense that a more powerfull spell is required to heal all of a high level characters vitality points, because these points represent a characters ability to diflect blows, and is only hampered by fatigue; and its not like a higher level charachter is getting more fatigued then a lower level one. So, I think that any healing spell should completely recover vitality points, and heal wound points equal to its minimum posible standard healing value.
WhtKnt

03-27-04, 03:02 PM
Workable, but it seems overly complicated to me. I like my combat simple and free-flowing. I'll use the VP/WP because I like the idea that VP represent fatigue and minor injuries, where WP represent physical damage, but I don't like having to perform even as much number crunching as you are suggesting here. There comes a point of diminishing returns, and I think you've found it. YMMV, of course.
Masterful_Norg

03-27-04, 03:02 PM
I like this system. I think it is quite realistic as you say. Your also correct when you say combat will be more deadly. Though combat between equals will still be very close a CR encounter much higher than the party average will be a greater challenge.

The biggest challenge this system sets up is number crunching. It would work if you had someone like me in the group who is constantly crunching other players' numbers to speed the game along. Make sure you have at least one "number guy" in your gaming group and the return should be just fine.
Czar of Jesters

03-28-04, 01:22 PM
the formula seemes a bit more complex then it realy is, you can reduce it to a one number before an attack is even made, and subtract from that based on how well they hit. Its more number crunching then standard, but its not as imposing as it seemes at first glance. The one thing that causes some real trouble is things like high damage spells/falling/etc in that, a level 20 fighter with an AC of 40 can only deflect to his VP 50 damage. So, even if he has 18 con, a 68 damage anything, which can be quite comon at level 20, is like assured death. Though, you get some realisim here because youd think that no matter who you are or how much stuff you have being hit by several meteors would be just that; I mean, if you saw james bond be hit by a meteor swarm spell would you even posibly think he might live through it? He probably would anyway, but it would be by some convininet plot device (trap toor, force field watch, etc.) and not his otherwise leet skills.