Post by thrylax on Sept 8, 2013 16:26:00 GMT -5
Since this setting uses the wound point system from v3.5 Unearthed Arcana, I though I'd take a moment and briefly cover the changes it makes to the game.
Characters still have hit points, which work just like they always did. They also now have wound points, which is a set number equal to your current Constitution score.
Hit points increase with level, just like always, Wound Points on the other hand do not. They are always equal to your current CON score, so if you take CON damage, your wound point total drops as well.
Note that under this system, the Toughness and Die Hard feats works differently as well. Toughness gives a +1 hit point per level of the character (retro-active) and you can only take it once. If you have toughness, you can also then take Die Hard which grants a +3 bonus to your Wound Points every time you take it, and it can be taken multiple times.
On a confirmed critical hit with a weapon, the weapon automatically does maximum normal damage to hit points, and in addition then does an amount of wound damage equal to 1d4 wound damage for a x2 weapon, 1d8 wounds for a x3 and 1d12 for a x4 weapon.
If your hit points drop to 0, you also then begin taking all damage directly to your wound points instead. Non-lethal damage does not exist under this system.....hit point damage is non-lethal damage, while wound damage is lethal damage.
Characters who take any wound damage, even a single point, gain the "wounded" property and it affects their combat ability until healed. The wounded property is mechanically the same as Fatigued (i.e. -2 penalty to both strength and dexterity and you can't run or charge).
Although wound points can drop below 0, that alone does not necessarily kill a character. Once at 0 wound points, a character is disabled and must roll a Fortitude save with a DC equal to 10 plus plus his current negative wound point total (as a positive modifier).
If he succeeds on the save, he is merely disabled. If he fails, he falls unconscious and begins dying. If the save is a natural 1, the character is killed outright.
Characters still have hit points, which work just like they always did. They also now have wound points, which is a set number equal to your current Constitution score.
Hit points increase with level, just like always, Wound Points on the other hand do not. They are always equal to your current CON score, so if you take CON damage, your wound point total drops as well.
Note that under this system, the Toughness and Die Hard feats works differently as well. Toughness gives a +1 hit point per level of the character (retro-active) and you can only take it once. If you have toughness, you can also then take Die Hard which grants a +3 bonus to your Wound Points every time you take it, and it can be taken multiple times.
On a confirmed critical hit with a weapon, the weapon automatically does maximum normal damage to hit points, and in addition then does an amount of wound damage equal to 1d4 wound damage for a x2 weapon, 1d8 wounds for a x3 and 1d12 for a x4 weapon.
If your hit points drop to 0, you also then begin taking all damage directly to your wound points instead. Non-lethal damage does not exist under this system.....hit point damage is non-lethal damage, while wound damage is lethal damage.
Characters who take any wound damage, even a single point, gain the "wounded" property and it affects their combat ability until healed. The wounded property is mechanically the same as Fatigued (i.e. -2 penalty to both strength and dexterity and you can't run or charge).
Although wound points can drop below 0, that alone does not necessarily kill a character. Once at 0 wound points, a character is disabled and must roll a Fortitude save with a DC equal to 10 plus plus his current negative wound point total (as a positive modifier).
If he succeeds on the save, he is merely disabled. If he fails, he falls unconscious and begins dying. If the save is a natural 1, the character is killed outright.