Wound Point modification. [Archive] - Wizards Community

Post/Author/DateTimePost
WunderGoat

12-16-04, 03:34 AM
I was wondering about my modification to the wound point system and thought I would stick it here in the hopes of getting some constructive criticisim.

I have basicly changed how weapon criticals work. None of the weapon criticals changed from cannon 3.5. However, I now make weapons do half damage to wound points. End result is the flavor of certain weapons, such as axes and picks, is preserved while the overall effect on wound points is the same as in the original wound point system. Damage to the buffer hitpoints or whatever they're called increases a lot, but I'm ok with that.
Ranger REG

12-16-04, 07:57 PM
You went from inflicting normal (x1) damage to Wound Point to inflicting half (x0.5) damage to Wound Points?

Why?
WunderGoat

12-17-04, 04:10 AM
Because normal wound points do not factor in the multiplier, just the crit range. Under this system, a sword does 2x damage, but only 1x is delt to wounds. However, an axe crit does 3x damage, and 1.5x to wounds. Average damage to wounds over time remains constant, but certain weapons are much more painful if they crit (scythes/picks will often kill, if used by a relatively strong person,but I find that realistic)
Ranger REG

12-18-04, 01:35 AM
Painful? How? Even 1 point of damage to the Wound Point and you're automatically suffer a fatigued condition. Increasing damage inflicted on Wound Point would only serve to hasten his condition to dying. Sounds like a mercy killing than a painful one to me.

Besides, the critical damage multiplier is just overkill, especially if you intend to add fractional multiplier (reducing x3 to x1.5). It's a lot easier concentrating on increasing threat range to increase your advantage of inflicting critical hit, to apply damage on your opponent's low WP that hardly increases by level.
jimmyjames

12-21-04, 11:45 PM
My group left the threat ranges and criticals as they are (to preserve the flavor of various weapons) and simply apply the full x2 or x3 or x4 damage directly to wounds on a critical ...

This can be a little lethal ... but consider that if a character has 15 wound points and takes 15 wounds damage or 50 wounds damage .. they are still making a fort save to stay "disabled" or slide to "dying" ... once wounds are used up .. it doesn't matter by "how much" they are used up ...
Ranger REG

12-22-04, 07:13 PM
My group left the threat ranges and criticals as they are (to preserve the flavor of various weapons) and simply apply the full x2 or x3 or x4 damage directly to wounds on a critical ...

This can be a little lethal ...
"Little lethal"? That's overkill (like hunting deer with Claymore mines), especially when you multiply the Power Attack benefit. After all, critical hit multiplier applies to all damage values except the extra damage dice.
Kainy

12-24-04, 02:02 AM
I'm personally not a big fan of the wounds/VP system.... then again, neither am I a huge fan of the HP system, but it mostly works.

I'd also like to say that deer killed with claymore mines are VERY crunchy.
jimmyjames

12-24-04, 01:50 PM
My troupe .. for better or worse... usually likes a bit a gritty realistism in the games we play ... and while we all acknowledged the potential lethality of our critical system ... one can't argue with the realism of an ogre with a greataxe making soup out of a little human if he nails the guy full force straight on in the head .. (critical)