| Post/Author/DateTime | Post |
|---|---|
| The Harvester10-10-05, 06:47 AM | I revamped the VP/WP system from UA a little bit for our own campaign. Perhaps you are interested: -->The link (http://home.arcor.de/harvester_x/harv-vp-wp.htm)<-- Differences to the original (https://www.wizards.com/default.asp?x=dnd/ex/20040206a&page=3) system: - scalable DCs The fortitude saves seemed to me like they are very hard for a level 1 char and a joke for a level 15 char, so I try to scale them with the damage received. Perhaps the numbers need some tweaking (this is work in progress). - removed the opportunity to immediately change status from "dying" to "conscious and disabled" if you beat the DC by 10 or more. Imho this was one of the reasons why high level opponents became nearly unkillable. -Now you only have a fixed chance of 10% to become stable (when you roll a natural 19 or 20), just like the original D&D system. This was changed because we don't like to keep track of dying monsters whether they stabilize or not; we simply assume they are most likely dying. In the UA system it was ridiculously easy for high level critters to stabilize (DC 15), so PCs had to coup de grace 'dying' enemys all the time. - changed the fort save when you reach 0 WP to determine if you are merely disabled or unconscious and dying: If you reach 0 WP while you have any VP left (most likely because the enemy scored a crit) you roll the fort save normally. If you reach 0 WP while you have no VP left, you do not roll but begin dying at once. This was changed to speed up fights - especially against a large number of low level critters which are quickly reduced to 0 WP (and because the easy save was another reason why high level opponents were nearly unkillable). - changed the way criticals work: weapons retain their standard-D&D crit range and multipliers instead of the UA conversion. If you score a critical hit, the normal amount of damage (x1, as a regular hit) is deducted directly from wound points. Extra crit Damage (x2=1, x3=2...) is deducted from vitality points. This was done to preserve the flavor of the different weapons (many soft crits vs. few dangerous crits). There are other minor tweaks, but these are the most obvious ones. Tell my your opinion if you like :) edit: fixed typo |
| FlameLover10-10-05, 07:13 PM | - scalable DCs The fortitude saves seemed to me like they are very hard for a level 1 char and a joke for a level 15 char, so I try to scale them with the damage received. Perhaps the numbers need some tweaking (this is work in progress). Well how do you plan on scaling it? I agree a static DC isn't the way but i can't think of a fair way to do it. - removed the opportunity to immediately change status from "dying" to "conscious and disabled" if you beat the DC by 10 or more. Imho this was one of the reasons why high level opponents became nearly unkillable. Yeah, i make it that once you hit 0WP you will not survive without plenty of netural healing, some lucky die rolls and/or assitance. -Now you only have a fixed chance of 10% to become stable (when you roll a natural 19 or 20), just like the original D&D system. This was changed because we don't like to keep track of dying monsters whether they stabilize or not; we simply assume they are most likely dying. In the UA system it was ridiculously easy for high level critters to stabilize (DC 15), so PCs had to coup de grace 'dying' enemys all the time. Yeah the problem with the WP/VP system in UA is the static DCs and the fact that it is a Fort save (i'd make it HD based so it makes magical items useless in helping you). - changed the fort save when you reach 0 WP to determine if you are merely disabled or unconscious and dying: If you reach 0 WP while you have any VP left (most likely because the enemy scored a crit) you roll the fort save normally. If you reach 0 WP while you have no VP left, you do not roll but begin dying at once. This was changed to speed up fights - especially against a large number of low level critters which a quickly reduced to 0 WP (and because the easy save was another reason why high level opponents were nearly unkillable). I like this idea and might have to yoink it myself :) - changed the way criticals work: weapons retain their standard-D&D crit range and multipliers instead of the UA conversion. If you score a critical hit, the normal amount of damage (x1, as a regular hit) is deducted directly from wound points. Extra crit Damage (x2=1, x3=2...) is deducted from vitality points. This was done to preserve the flavor of the different weapons (many soft crits vs. few dangerous crits). I don't particularly like this solution but i do beleive something needs to replace the multiplier. I'm toying with the idea of "armour puncturing". Basically you subtract the number -2 (like x3 becomes 1 and x4 becomes 2) from the targets effective AC. This makes wepaons like the Pick and Sythe usefull against armoured opponents although this system still seems clunky, etc. |
| Gilean10-11-05, 01:21 PM | I don't particularly like this solution but i do beleive something needs to replace the multiplier. I'm toying with the idea of "armour puncturing". Basically you subtract the number -2 (like x3 becomes 1 and x4 becomes 2) from the targets effective AC. This makes wepaons like the Pick and Sythe usefull against armoured opponents although this system still seems clunky, etc.Please do go on... |