StarWars d20: Vitality-Woundssystem. How to implement it?
Posted: Wed Feb 08, 2006 5:41 pm
I've recently started playing in a Star Wars game. It uses a system for hitpoints that's a little bit different than the regular DnD 3.5 rules system.
In a Star Wars game, your character has a number of vitality points, depending on your class and level (eg. hitpoints). The PC also has a number of "Woundpoints" equal to the constitution score.
My level 1 character for example has 9 vitality points and 13 wound points. (A d8 hit die + CON modifier and a CON score of 13)
When the PC gets hit by a weapon, the damage score is subtracted from the vitality points. When the PC is out of vitality, the wound points are affected. When you lose vitality, you're not really 'hit' and when you lose Wound points, you're actually fatigued, have less Strength and you're losing blood.
Now, when a weapon in Star Wars d20 scores a critical hit, it doesn't deal double or triple damage, instead it immediately eats away at your woundpoints. This way a level 16 character with 14 wound points could still suffer major consequences from a hit dealt by a simple kobold. (Well, not in Star Wars, you know what I mean.)
This system looks really appealing to me to use in Ravenloft, because of the constant threat of dying.
There's a problem however. In DnD, weapons have different threat ranges and deal different damage increments on a critical hit.
It would be easy to just use the Vitality-Woundssystem, but how would I reflect the fact that a longbow deals more damage on a critical hit than a dagger?
Just tripling (or even quadrupling) the wound damage would mean instant-death, and that's also not what I'm looking for.
I know a lot of people use this system in their Ravenloft games, so if you could give me some pointers maybe? How do you implement it?
In a Star Wars game, your character has a number of vitality points, depending on your class and level (eg. hitpoints). The PC also has a number of "Woundpoints" equal to the constitution score.
My level 1 character for example has 9 vitality points and 13 wound points. (A d8 hit die + CON modifier and a CON score of 13)
When the PC gets hit by a weapon, the damage score is subtracted from the vitality points. When the PC is out of vitality, the wound points are affected. When you lose vitality, you're not really 'hit' and when you lose Wound points, you're actually fatigued, have less Strength and you're losing blood.
Now, when a weapon in Star Wars d20 scores a critical hit, it doesn't deal double or triple damage, instead it immediately eats away at your woundpoints. This way a level 16 character with 14 wound points could still suffer major consequences from a hit dealt by a simple kobold. (Well, not in Star Wars, you know what I mean.)
This system looks really appealing to me to use in Ravenloft, because of the constant threat of dying.
There's a problem however. In DnD, weapons have different threat ranges and deal different damage increments on a critical hit.
It would be easy to just use the Vitality-Woundssystem, but how would I reflect the fact that a longbow deals more damage on a critical hit than a dagger?
Just tripling (or even quadrupling) the wound damage would mean instant-death, and that's also not what I'm looking for.
I know a lot of people use this system in their Ravenloft games, so if you could give me some pointers maybe? How do you implement it?