| Post/Author/DateTime | Post |
|---|---|
| GPFBOSS07-20-07, 08:37 AM | I refer to Abilities like the rogue's defensive roll or the arcane toughness feat (from player's handbook 2) that kick in when you are reduced to 0 or fewer hit points. How do they work with this variant? does it kick in when you reach 0 vitality or wound? I personally think it probably works when Wound points reach zero, but that's only what OI think. U.U It is specially complicated when you consider psionics and the illumine soul's positive energy healing wich heals 5d8+5 hit points, since this variant specifically mentions that modifiers heal wound points and dice heal vitality. My group will probably not see psionics for quite some time (I'm still working on a "stylish" way to incorporate one or another class ;) ) but I'm still not sure as to WHEN these special abilities activate. |
| Galstaf, Sorcerer of Lite07-20-07, 09:40 AM | I'd go ahead and say that, in most cases, abilities like this kick in at zero wound points. They're designed to activate when a character gets dropped (or would get dropped). True, Defensive Roll might be a little less effective here, but it doesn't always work anyway (sometimes even half damage is still enough to kill you). As far as Positive Energy Healing, I don't see an issue with just using it as written. When the character hits zero wounds, he gets healed for 5d8 vitality and 5 wounds. No problem there. |
| trapspringer07-21-07, 07:48 PM | I agree with the above poster. As a general rule, the stuff works when the effect would drop the character. The best fix for defensive roll in this system is to tweak it. Rewrite it so the player in question is left with one WP instead of taking half damage. Give them the option to feign death on a successful save. |