
LucasB |
Hey guys not sure if anyone has played with this system but we will be using the Wound/Vitality Point stuff according to the DM.
does anyone have any thoughts? I personal am not inclined to use it because i do see potential flaws in that system.
some insight into it as to some pros and cons that you would see.
thx

Morain |

I've used it a lot lately (against my will), and I don't like it.
While it adds survivability in low levels, as you level higher and higher you will have less and less HP's compared to core rules.
Another con is that it requires a bit of extra work for the GM also, since every printed monster uses cure rules hp.

Mark Hoover |

What about this: hp remain as normal but instead of deducting non-lethal from the PC's they just have 2 separate tracks. So, at 1st level a fighter w/13 con has 11 HP and 11 Non-Lethal HP. Drop to 0 non-lethal, you're Fatigued. Drop to total of negative non-lethal; you're Exhausted. The catch is; as the GM I'd make more things inflict non-lethal.
Ex: the first game sees the party trekking through a thick boreal forest to an ancient ruin. I've created a couple wilderness skill challenges for them. If they fail... BAM! Non-lethal 1d6 damage and they move on.
By the time they get to the ruin, if they've had a hard time through the woods, they're tired, nearly fatigued and may need to rest before continuing.
You could also as GM say that each fight deals some non-lethal, or have extended action drain these HP to reflect ACTUAL fatigue.

Slaunyeh |

Are we talking about the wounds/vitality system from Star Wars, or from Unearthed Arcana?
The one from Star Wars worked brilliantly because the potential damage in that game is largely static, which makes it much easier to balance it against potential Con scores to minimize the risk of one-shot deaths.
It doesn't work as well without significant house ruling, in D&D. Simply because potential damage is so much higher.
The one from UA is... a bit weird, and does a lot of fiddling. Our GM dismissed it instantly when he convinced himself that it's really hard to die in that system, so I never got to try it. I think it could be interesting though.

LearnTheRules |
Have never actually played with those rules but personally I think a better idea is to have hp like this for gritty campaigns:
Full amount of hp from first HD + con at first level
All other levels you get 1 hp for having a d6 HD, 2 for d8 or 3 for d10, or alternatively just halve the size of the HD. Don't add your con modifier.
With alternate armour rules, especially the armour as DR (which lowers AC significantly), PCs will be much more wary of going into fights; although one problem with this is many lower level monsters not being able to penetrate the DR afforded by heavier armour. A good way around this is to convert half the damage stopped by armour into nonlethal damage, giving even small monsters a chance to incapacitate someone in full-plate.
Obviously this doesn't work for every campaign or play-style but it's as close to gritty combat as you can get within pathfinder. I'm thinking of running an epic6 (or possibly epic 7 or 8) campaign using these rules.

Odraude |

Are we talking about the wounds/vitality system from Star Wars, or from Unearthed Arcana?
The one from Star Wars worked brilliantly because the potential damage in that game is largely static, which makes it much easier to balance it against potential Con scores to minimize the risk of one-shot deaths.
It doesn't work as well without significant house ruling, in D&D. Simply because potential damage is so much higher.
The one from UA is... a bit weird, and does a lot of fiddling. Our GM dismissed it instantly when he convinced himself that it's really hard to die in that system, so I never got to try it. I think it could be interesting though.
The one in Ultimate Combat

xAverusx |

I've used it in my most recent campaign and it works great.
As stated before, it gives low level creatures a boost, but makes high level play more dangerous.
I love it that an axe or gun crit will be almost enough to kill a PC. My players play smarter and do less ridiculous stuff.
It also works great in a low magic setting since PCs regain all their vigor after a night of rest. But they can still have lingering wounds! It's so awesome!

LearnTheRules |
Anyone actually looking for a realistic rpg should check out Crimson Exodus. No-one I've spoken to has heard of it, which is a shame because the injury system is incredibly detailed... they even have a book just to deal with everything bad that can possibly happen to your character, including infections setting in to cuts and other things that most rpgs just gloss over... it's the sort of game where you just don't want to get hit :P