
Caliburn101 |

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!