Wounds-Based Pathfinder Combat


Homebrew and House Rules


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I have written up a very initial version of a wounds-based combat system for Pathfinder (that is, it doesn't use Hit Points, but loads up characters with wounds that affect their performance). I'd like to know what people think of it. If possible, when using it, try running whatever combat you're planning under the standard rules first, then running it under these rules, to compare the way things come out.

Feedback is welcome, so long as it is constructive. Note that this is meant to give the game a "grittier" flavor, so feedback along the lines of "wow, after a few hits, my combat abilities were really screwed up and it took a long time to heal" will be interpreted as positive. (grin)

Also note - elementals and other creatures immune to critical hits become much, much deadlier under this version of my wounds-based rules. I know this and am trying to decide whether it's a bug or a feature.

Thanks in advance.

Here's the link: http://db.tt/EZosxSXP

<edited to fix 404 error>


First off, I'm getting a 404 error with your link. Check to make sure that the internet at large has access to your page.

Second, have you had a look at the wounds/vigor variant rules offered in Ultimate Combat? I'm starting up a campaign that uses them and liking what I've seen so far.

Finally, flagged to move to the Suggestions/Homebrew forum.


Humphrey Boggard wrote:

First off, I'm getting a 404 error with your link. Check to make sure that the internet at large has access to your page.

Second, have you had a look at the wounds/vigor variant rules offered in Ultimate Combat? I'm starting up a campaign that uses them and liking what I've seen so far.

Finally, flagged to move to the Suggestions/Homebrew forum.

Okay, so I think I fixed the problem causing the 404 error - thanks!

Second, I have tried the wounds/vigor rules, and I do like them, but they still don't do what I'm looking for, which is simulate gradually declining offensive ability as the character takes damage.

Finally, thanks for the flag! I wasn't aware that forum existed. I'm still sort of new here... well, not chronologically, but in terms of experience with the forums.

Grand Lodge

I am using the wounds and vigor rules, but I added a bit of flavor.

If they have taken wound damage, up to half their CON score, they have a -1 penalty to all d20 rolls, if they take more, up to their wound threshold, they have a -2 penalty.

This makes them more wary when they are wounded, but doesn't hamstring them.


Interesting, but it favors casters.


Evil Lincoln wrote:
Interesting, but it favors casters.

i agree may be some kinda spell failure that adds up with wounds which would make sense i can't imagine its easy to cast with a dagger in the gut

i would also give a bonus to fort saves based on HD
like d6 git a +0/d8 a +2/d10 a +4/d12 a +6
which also make a for some balance

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