Parvum
2016-03-04, 07:49 PM
Here's the wounds and vigor system. (http://paizo.com/pathfinderRPG/prd/ultimateCombat/variants/woundsAndVigor.html)
I really like the wounds and vigor system. Taken over hit points in the older systems, it meant players were better able to recover through dime-a-dozen vigour points while still feeling fatigue and resource drain through tough-to-heal wounds. Dropping to your wounds was palpably bad, but didn't straight up knock anyone out of the fight immediately. It even helped me better anticipate NPC and monster actions- if the players charm an animal, it fights until it takes wound damage and then flees. The fickle henchman battle until they are out of vigour. The barbarian rages when he takes wound damage.
I also really like the way hit points (or, rather, losing hit points) works in 5e. Characters seem a lot tougher to kill, and I genuinely like that. I think adding death saving throws and removing negative hit points was a great idea.
So can they be combined?
I really hope so. Wounds/Vigour created a space in between tip-top condition and knocked unconscious through damage. I'd like to bring that into my games, and have people still fighting to participate even as they make the rolls that inch them closer to death. I don't have a lot of experience in 5th edition though, so my abstract grasp on what is a lot and a little is sketchy. I'd like some help pulling these two systems closer together and fine tuning the changes to be made.
So here's some thoughts I had.
Vigour points seem simple enough to translate, removing the Con bonus from hit points just like before. No change needed, really.
Before I tackle wounds themselves, there's an idea a friend gave me about critical hits. There are no critical hit multipliers in 5th, so instead a critical hit deals wound damage equal to the number of die rolled to make the attack (possibly extra if the weapon has the Heavy property).
Obviously this means that a lot of classes can deal way more wound damage with their critical hits. Again, I don't have a lot of 5e experience so I'm not sure how often players get massive exploding critical hits that can drop monsters at full wounds, or how many monsters have this effect on players. So if we use this then Wounds might not be as simple as double your Con modifier, certainly not if the Wound Threshold is still a thing. Maybe wounds could increase with your level, not as dramatically as vigour but still incrementally. Less realistic, but hopefully less frustrating and makes for more tense near death experiences.
Also there's what happens when you're at 0 wounds. Do you straight up die? If the rest of the system works right, it shouldn't take that much longer to chew through both wounds and vigour than going through all your hit points, so ideally you can have a similar system of death saving throws and death by excessive damage past 0. But hear me out while I run my mouth- I'd like something that allows players to act desperately, dying but able to affect the outcome of their situation. So we have a Wound Threshold again, and when passed the character is in mortal peril. They make one save immediately to avoid falling unconscious. If they make it they can continue to act, but must make death saving throws regardless, the results of which remain hovering over the character's head until they are over their Wound Threshold (even if they regain enough vigour to be considered 'safe' from normal damage). Maybe tie the saving throws to actions taken rather than rounds passed, letting traumatized characters draw out their deaths even when they aren't in the center of the action.
Other things can get tied into that wound threshold too, perhaps exhaustion levels for characters who can easily reacquire vigour but stay below the wound threshold.
Spending hit dice would, I think, work as vigour healing does already with a couple exceptions. You choose to spend a hit die on vigour or wounds, vigour works as normal (dX+Con) while spending a die on wounds only heals 1 wound point (maybe wounds equal to Con modifier?). A character proficient in Medicine or an Herbalism Kit can make an ability roll to allow one or more characters to regain wounds normally (dX+Con) during that rest, and any character can spend one use of a healer's kit on themselves to do the same. Characters spending hit dice at the end of a long rest gain wounds back this way as well, in addition to all of their vigour.
Maybe it would work better if both wounds and vigour came back with one hit die?
So... is there a way to make it work?
I really like the wounds and vigor system. Taken over hit points in the older systems, it meant players were better able to recover through dime-a-dozen vigour points while still feeling fatigue and resource drain through tough-to-heal wounds. Dropping to your wounds was palpably bad, but didn't straight up knock anyone out of the fight immediately. It even helped me better anticipate NPC and monster actions- if the players charm an animal, it fights until it takes wound damage and then flees. The fickle henchman battle until they are out of vigour. The barbarian rages when he takes wound damage.
I also really like the way hit points (or, rather, losing hit points) works in 5e. Characters seem a lot tougher to kill, and I genuinely like that. I think adding death saving throws and removing negative hit points was a great idea.
So can they be combined?
I really hope so. Wounds/Vigour created a space in between tip-top condition and knocked unconscious through damage. I'd like to bring that into my games, and have people still fighting to participate even as they make the rolls that inch them closer to death. I don't have a lot of experience in 5th edition though, so my abstract grasp on what is a lot and a little is sketchy. I'd like some help pulling these two systems closer together and fine tuning the changes to be made.
So here's some thoughts I had.
Vigour points seem simple enough to translate, removing the Con bonus from hit points just like before. No change needed, really.
Before I tackle wounds themselves, there's an idea a friend gave me about critical hits. There are no critical hit multipliers in 5th, so instead a critical hit deals wound damage equal to the number of die rolled to make the attack (possibly extra if the weapon has the Heavy property).
Obviously this means that a lot of classes can deal way more wound damage with their critical hits. Again, I don't have a lot of 5e experience so I'm not sure how often players get massive exploding critical hits that can drop monsters at full wounds, or how many monsters have this effect on players. So if we use this then Wounds might not be as simple as double your Con modifier, certainly not if the Wound Threshold is still a thing. Maybe wounds could increase with your level, not as dramatically as vigour but still incrementally. Less realistic, but hopefully less frustrating and makes for more tense near death experiences.
Also there's what happens when you're at 0 wounds. Do you straight up die? If the rest of the system works right, it shouldn't take that much longer to chew through both wounds and vigour than going through all your hit points, so ideally you can have a similar system of death saving throws and death by excessive damage past 0. But hear me out while I run my mouth- I'd like something that allows players to act desperately, dying but able to affect the outcome of their situation. So we have a Wound Threshold again, and when passed the character is in mortal peril. They make one save immediately to avoid falling unconscious. If they make it they can continue to act, but must make death saving throws regardless, the results of which remain hovering over the character's head until they are over their Wound Threshold (even if they regain enough vigour to be considered 'safe' from normal damage). Maybe tie the saving throws to actions taken rather than rounds passed, letting traumatized characters draw out their deaths even when they aren't in the center of the action.
Other things can get tied into that wound threshold too, perhaps exhaustion levels for characters who can easily reacquire vigour but stay below the wound threshold.
Spending hit dice would, I think, work as vigour healing does already with a couple exceptions. You choose to spend a hit die on vigour or wounds, vigour works as normal (dX+Con) while spending a die on wounds only heals 1 wound point (maybe wounds equal to Con modifier?). A character proficient in Medicine or an Herbalism Kit can make an ability roll to allow one or more characters to regain wounds normally (dX+Con) during that rest, and any character can spend one use of a healer's kit on themselves to do the same. Characters spending hit dice at the end of a long rest gain wounds back this way as well, in addition to all of their vigour.
Maybe it would work better if both wounds and vigour came back with one hit die?
So... is there a way to make it work?