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Please read and comment on my draft proposals for changing these aspects of the system.

Alternative HP & Damage Rules

‘HP’ - Now split into Severe Wound Points (SWP), Wound Points (WP) and Vigour Points (VP). Under normal circumstances damage is applied to VPs first, WP second and SWP last. Damage which bypasses VP and applies directly to the WP/SWP total is called 'Wounding Damage'.

Level Or Racial HD Derived HP - The following is gained per level/HD (note that at 1st level the maximum dice roll is applied for VP).

D6 = 1 SWP, 2 WP & 1d3 VP + Con Bonus
D8 = 1 SWP, 3 WP & 1d4 VP + Con Bonus
D10 = 2 SWP, 3 WP & 1d6 VP + Con Bonus
D12 = 2 SWP, 3 WP & 1d8 VP + Con Bonus

Note that every Size Category above Medium gains a bonus +2 SWP and +2 WP per racial HD.

Toughness Feat - Note that the +3 HPs from this Feat are applied to SWP and WP (+3 each), and the +1 per level to VP.

Temporary HPs - Now added to VP exclusively.

Heal Skill (Treat Deadly Wounds) – Now applied to SWP then WP in that order.

Magical Healing – Now applied to SWP then WP at the rate of 1 SWP/WP per 3 total points; thereafter applied point-for-point to VP.

Natural Healing - Occurs at the following rates;
VP = 1/lvl/hour of rest. 1/lvl/4 hours of activity
WP = 1/lvl/day of rest. 1/lvl/week of activity
SWP = 1/lvl/week of rest. Not recoverable if active

Alternative Damage Output & Armour Rules

Damage Types and Effects

Lethal Damage applied to....
VP – no penalties
WP – victim is sickened
SWP – victim is sickened and staggered

Non-Lethal Damage applied to....
VP – no penalties
WP – victim is fatigued
SWP – victim is fatigued and stunned

The above conditions applied as a consequence of damage can only be removed by healing that damage.

Armour Class - Every 3rd point of Armour derived AC is deducted and changes to +1 DR/-.

Class Defences - All Classes get a Dodge Bonus equal to their basic BAB-derived number of attacks per round.

Strength Damage Bonus - For weapons it is now 100% for Light, 150% for 1 handed and 200% for 2 handed

Attack Bonus - Dexterity bonus (unmodified by armour penalties) derives Attack Bonus for all weapons.

New Feat – Brute Force Fighter allows a variable amount of Strength bonus to be transferred from damage bonus to attack bonus as desired.

Large+ Creatures - Gain Brute Force Fighter as a bonus Feat if they have higher Strength than Dex.

Weapon Finesse Feat - Now changed to allow DR/- to be bypassed to an extent equal to Dex Bonus (for light weapons only).

Falling Damage – Falling does 1 Wounding Damage per 10ft fallen in addition to the standard 1d6 damage to VP.

Con Damage – Now does Wounding Damage. Permanent Con reduction transfers to the Stat after the relevant event/period and also reduces permanently VP by the relevant Con Bonus reductions amount.

HP Threshold Reliant Spells/Effects - Now work off VP + Con Score as the target number.

Sneak Attack Damage – Now does bonus Wounding Damage bonus equal to total SA dice on a critical hit (applied even if target still has VP!).

Poisoned Attacks - Normal damaging attacks which also deliver Poison apply +2 DC modifier for the poison save if they damage WP and +4 DC if they damage SWP (the poison being delivered deeper into the body of the target). Note that this stacks with save penalties from already being wounded!


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Please feel free to add your own - but here is one of mine.... (more later)

FALLING DAMAGE: FAR too simplistic and unrealistic even for d20 in current format.

An object falling toward the surface of the Earth will fall approx 30ft per second faster until an uncontrolled terminal velocity (around 240ft/sec) is reached.

Falls are by definition uncontrolled without free-fall skills and a baggy suit so....

So if we agree that 1d6 is fine for the FIRST 10 feet of falling (lets take the real-world figures and round off....) then the following progression should be for falling damage based on realistic falling speed with the virtue of keeping traps based on falling in the usual range of damage up to 30ft and the long falls which should not be survivable without a miracle allowing precisely that!

10ft - 1d6
20ft - 2d6
30ft - 3d6
40ft - 5d6
50ft - 7d6
60ft - 9d6
70ft - 12d6
80ft - 15d6
90ft - 18d6
100ft - 22d6
110ft - 26d6
120ft - 30d6
130ft - 35d6
140ft - 40d6
150ft - 45d6
160ft - 51d6
170ft - 57d6
180ft - 62d6
190ft - 70d6
200ft - 77d6
210ft - 84d6
220ft - 92d6
230ft - 100d6
240ft - 108d6
**Terminal Velocity reached**

Mitigators include Size (minus 10ft from a fall per Size Category above Medium) and softness of surface (-10ft for heavy vegetation, -10ft for sand or hard snow, -30ft for soft snow, -60ft for water are ones I use). Note that with water a swim check of increasing difficulty allows a 'dive' which further 'reduces' falling distance to water in terms of damage.