Wounds and Vigor Grittier Home Rules


Homebrew and House Rules


I’m looking to make a gritty and more deadly/realistic setting for my next campaign. If anyone would like, please critique or offer suggestions to add to the below. Please keep in mind it is SUPPOSED to be different from the “cartoony” way damage occurs in normal rule play. Humanoids SHOULD be nearly certain to die if they fall 80 feet, for example, and only take a few rounds to be severely wounded or dead if on fire, etc. That is the plan.

One thing to help add to this might be a balanced way to make resurrection of dead PCs a *little* more obtainable (but still not easy) at lower levels… more obtainable that blatantly non-existent really. If things are more deadly, it might make sense to offer some relief from he high likelihood that many characters won’t make it past level 4 or 5 to balance things back up a bit.

Temporary vigor points are always lost first, as it says below, because that is magically, supernaturally, or extraordinarily explained with in-game reasoning. High level play would be almost impossible if that were not the case too. It may make those temporary points a virtual necessity, but I have no problem with that, because in order to do super-human things, you need to buff yourself beyond super-human capacity.

Any constructive advice is appreciated.

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Using the Wounds and Vigor optional rules

Creatures without a Con score use whatever score (typically Cha) they used to calculate standard hit points to calculate their wound points.

Positive energy (when used to harm targets which are harmed by positive energy) can be used in the manner described for negative energy channeling in terms of targeting wound or vigor points as selected.

Environmental damage such as falling damage, catching on fire, being in extreme cold, etc. that under the standard rules would cause lethal damage deals its damage to wound points directly.

Temporary vigor points are always lost first in all cases, including when taking environmental damage, damage added to a critical hit based on the crit modifier, and when taking positive/negative energy harm damage.

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