Vitality & Wound point rules for C&C
Posted: Thu Oct 12, 2006 1:46 am
As I mentioned in Treebore's C&C Star Wars thread, I've been thinking of taking the Vitality and Wound point rules I converted from SW to D&D (before the UA came out) and converting them to C&C. I took a bit of time to look things over and here's what I've come up with so far.
Let me know what you think.
Vitality & Wounds for Characters:
This is very simple. A character has a number of wound points equal to their Constitution score. Thus, a character with 16 Con has 16 Wound Points. Vitality is determined the same way standard hit points are, using the same hit die for each class as for hit points. Consitution bonus to hit points is applied to vitality. If the character with 16 Con was a 3rd level fighter, they would roll 3d10 for their vitality, then add 2 for each level due to their Constitution bonus.
Vitality & Wounds for Creatures:
This is determined differently than for characters.
1) Determine the creature's Potential Wound Point score. A creature is considered to have a potential wound point score equal to 10 + their hit dice. Therefore, a goblin has 11 potential Wound Points, an ogre has 14 potential Wound Points, and an ancient red dragon has 44 potential Wound Points.
2) Roll the creature's total hit points, using the standard hit dice from M&T. Modify the hit die type for humanoids as follows: tiny d4, small d6, medium d8, large(up to 15') d10, large(15+') d12. Therefore an elf, human or dwarf has d8 hit die, a goblin has d6 hit die, and ogre has d10 hit die and a storm giant has d12 hit die.
3) Subtract the creature's potential wound point score from the number of hit points rolled. If the result is positive, that result is the number of vitality points the creature has, and it has its full potential wound point score. If the result is zero, or negative, the number of hit points rolled is the number of wound points the creature has, and they have no vitality points.
Thus, a goblin, with 1d6 hit points, can never exceed their potential wound point score of 11, so whatever they roll (1-6) is their Wound Point score. For an ogre, with 4d10 hit points, 29hp are rolled. Subtracting their potential wound points, 14, gives them 15 Vitality and 14 wound points. An ancient red dragon has 34d12 hit points, thus a maximum of 408hp, so it would have a maximum of 364 Vitality and 44 Wound Points. If you made the exceptional roll of all 1's on the dragon's hit dice, the dragon would have no vitality points, and only 34 of their potential 44, making it either an exceptionally feeble ancient dragon, or one recovering from a recent battle.
4) Exceptions:
Undead and Constructs are not truly alive, thus they have no Con score. Since they are held together by arcane or divine forces, or by shear force of will, these creatures possess no wound points. Their hit dice are rolled normally and all points are considered vitality points.
Why and how Vitality and Wounds matter:
Vitality represents both a character's energy level, and their melee skill... their ability to turn a potentially life threatening attack into a glancing blow or a minor cut. A character taking vitality damage may be cut, bruised and winded, but these are very minor effects that can be recovered from easily. Any normal damage the character suffers is first applied to Vitality, and once a character's vitality is reduced to zero, any further damage is applied to their Wound points.
Wound points represent how much physical punishment a character can take. Any wound point damage denotes actual life-threatening wounds. When a character reaches 0 Wound points they are dead.
Critical hits and some other forms of damage, such as from poison and disease, bypass any vitality the character has, and the damage is applied directly to wound points. So, it is conceivable that by a very good, or very lucky hit, or from being poisoned, a creature or character might be reduced to zero wound points while still having all their vitality points.
Critical stats for weapons will be similar to those of 3.5e D&D. Each weapon has a threat range and a critical modifier. If a hit is scored where the base die roll falls within the threat range of the weapon, another attack roll is made. If the second attack roll hits, the hit is a critical. If the second attack roll misses, the hit is normal. Most weapons have a threat range of 20 and a critical modifier of x1, however some have greater threat ranges and some have higher critical modifiers (but none will have both).
Critical stats:
19-20/x1 ... dagger, knife, cleaver, katar, longsword, shortsword, hook sword, nine-ring broadsword, bastard sword, broadsword, flamberge, two-handed swords, all crossbows.
18-20/x1 ... scimitar, falchion, rapier, great scimitar
20/x2 ... all axes, all bows
20/x3 ... scythe, sickle
20/x1 ... all others
Recovery
Natural healing: Per day of rest, Characters naturally recover 1 wound point and a number of vitality points equal to their level. A successful Con check vs a CL of the amount of vitality damage sustained can recover twice their level in one day.
Magical healing: When using magical healing spells, the cleric must choose if they are healing wounds or vitality. If they chose to use their spell to heal vitality, they roll the dice as shown in the spell description. If they choose to heal wounds, the die type is reduced to d4 from d8. Thus, Cure Light Wounds heals either 1d8 Vitality or 1d4 Wounds, Cure Serious Wounds heals 3d8 Vitality or 3d4 Wounds, Healing Circle cures either 2d8 Vitality or 2d4 Wounds to everyone affected. The cleric can only choose one or the other, and everyone receives the same type of healing. Cure Critical Wounds heals 5d8 Vitality or 5d4 Wounds, Heal cures all Vitality and Wound points a character has suffered. Raise Dead gives the character one wound point back, and no vitality. They must rest to recover. Resurrection restores all a character's vitality and wound points.
Combat Example
Our 3th level fighter with 16 Con has 27 Vitality and 16 Wound Points (we'll give him a 16 str too). He is armed with a longsword and enters combat against an ogre with 19 Vitality and 14 Wound points. Longswords do 1d8 damage, and have a critical of 19-20/x1. The ogre is using his slam attack, doing d10 damage and having a critical of 20/x1.
The first round, the figher wins initiative and swings, rolling a 15 +3 BtH +2 str = 20. A hit! He rolls 7 +2 str = 9 damage, which is subtracted from the ogre's vitality. He just barely avoided the full-brunt of the attack and comes away with a small gash on his arm. The ogre counterattacks, rolling a 13, missing. At the end of the round, the fighter still has 27 Vitality and 16 wounds, and the ogre is down to 10 Vitality, but he still has full Wound points.
Second round, the fighter wins initiative again, rolling a 17 +3 BtH +2 str = 22. Another good hit, but not good enough to get a critical. He does 2 +2 str = 4 points damage to the ogre's vitality. The ogre counterattacks again this time rolling a 16, matching the fighter's AC, and a 9 is rolled for damage. Since it is vitality damage, the fighter has rolled with the punch, turning it into a glancing blow, but it took a lot out of him and he'll definitely have a bruise there later. At the end of this round, the fighter is down to 18 Vitality and 16 Wound points, and the ogre is at 6 Vitality and 14 Wound points.
Third round the fighter wins initiative again, but misses with his swing. The ogre rolls a 20 and gets a threat. His second roll is a 16, matching the fighter's AC and thus scoring a critical hit! The ogre slams the fighter for 5 Wound points damage and the crunch of bone is heard from the fighter's rib cage! At the end of this round, the fighter is at 18 Vitality and 11 Wound points, and the ogre remains at 6 Vitality and 14 Wound points.
Fourth round, the ogre wins initiative and attacks, rolling an 18. Another glancing blow for the fighter doing 10 points damage. That took a lot of wind out of the warrior. He swings his sword, rolling a 14 +3 BtH +2 str = 19, delivering a small 1 vitality nick to the ogre's hide. The fighter has 8 Vitality and 11 Wound points left, and the ogre has 5 Vitality and 14 Wound points.
Round five, the fighter wins initiative and rolls an 11 +3 BtH +2 str = 16, and 7 +2 str = 9 pts damage. This brings the ogre's vitality down to zero, and the remaining 4 points are scored against the ogre's wound points. The ogre is just too exhausted from fighting to be able to defend himself properly from lethal blows. The ogre rolls a 17 on his attack, hitting and doing 3 points vitality damage. The fighter now has 5 vitality and 11 wound points, and the ogre has zero vitality and 10 wound points.
Round six, the ogre wins initiative and throws a desperate swing at the fighter, but misses. The fighter rolls a 19, scoring a threat. His second attack roll is a 12 +3 BtH +2 str = 17 total, which beats the ogre's AC and scores a critical. The fighter rolls an 8 +2 str = 10. Since the ogre has no vitality left, the damage is still just scored to wounds, which brings the ogre's wound points down to zero. The ogre falls to the ground, dead from his wounds.
Optional rules
Creature Con bonus: You may apply Con bonuses to Vitality for creatures, based on their potential wound point score... which can be taken as their Con score... thus, the ogre that had rolled a total of 29 hit points (thus 15 Vitality and 14 Wound Points) would have an extra 4 Vitality due to their Con of 14, bringing their total to 19 Vitality and 14 Wound Points.
Critical modifiers: If a character or creature's vitality points are reduced to zero and a critical hit is scored on them, the critical multiplier goes up by one. Thus, a critical hit with a longsword (normally crit 19-20/x1) against a creature that only has wound points left would give a critical multiplier of x2. A battleaxe, with crit 20/x2, would go up to 20/x3 against an opponent with no vitality.
Interconnected Vitality and Wounds: Wound points are actually the character or creature's Constitution score. If they take damage that reduces their Wounds/Con down so their Con bonus drops, they lose the amount off of their Vitality. Thus, if their Wound points drop from 16 to 13, their Con bonus drops from +2, to +1, and thus they lose 1 vitality point per level from their maximum vitality. They cannot heal this extra vitality back until those wound points are healed.
Let me know what you think.
Vitality & Wounds for Characters:
This is very simple. A character has a number of wound points equal to their Constitution score. Thus, a character with 16 Con has 16 Wound Points. Vitality is determined the same way standard hit points are, using the same hit die for each class as for hit points. Consitution bonus to hit points is applied to vitality. If the character with 16 Con was a 3rd level fighter, they would roll 3d10 for their vitality, then add 2 for each level due to their Constitution bonus.
Vitality & Wounds for Creatures:
This is determined differently than for characters.
1) Determine the creature's Potential Wound Point score. A creature is considered to have a potential wound point score equal to 10 + their hit dice. Therefore, a goblin has 11 potential Wound Points, an ogre has 14 potential Wound Points, and an ancient red dragon has 44 potential Wound Points.
2) Roll the creature's total hit points, using the standard hit dice from M&T. Modify the hit die type for humanoids as follows: tiny d4, small d6, medium d8, large(up to 15') d10, large(15+') d12. Therefore an elf, human or dwarf has d8 hit die, a goblin has d6 hit die, and ogre has d10 hit die and a storm giant has d12 hit die.
3) Subtract the creature's potential wound point score from the number of hit points rolled. If the result is positive, that result is the number of vitality points the creature has, and it has its full potential wound point score. If the result is zero, or negative, the number of hit points rolled is the number of wound points the creature has, and they have no vitality points.
Thus, a goblin, with 1d6 hit points, can never exceed their potential wound point score of 11, so whatever they roll (1-6) is their Wound Point score. For an ogre, with 4d10 hit points, 29hp are rolled. Subtracting their potential wound points, 14, gives them 15 Vitality and 14 wound points. An ancient red dragon has 34d12 hit points, thus a maximum of 408hp, so it would have a maximum of 364 Vitality and 44 Wound Points. If you made the exceptional roll of all 1's on the dragon's hit dice, the dragon would have no vitality points, and only 34 of their potential 44, making it either an exceptionally feeble ancient dragon, or one recovering from a recent battle.
4) Exceptions:
Undead and Constructs are not truly alive, thus they have no Con score. Since they are held together by arcane or divine forces, or by shear force of will, these creatures possess no wound points. Their hit dice are rolled normally and all points are considered vitality points.
Why and how Vitality and Wounds matter:
Vitality represents both a character's energy level, and their melee skill... their ability to turn a potentially life threatening attack into a glancing blow or a minor cut. A character taking vitality damage may be cut, bruised and winded, but these are very minor effects that can be recovered from easily. Any normal damage the character suffers is first applied to Vitality, and once a character's vitality is reduced to zero, any further damage is applied to their Wound points.
Wound points represent how much physical punishment a character can take. Any wound point damage denotes actual life-threatening wounds. When a character reaches 0 Wound points they are dead.
Critical hits and some other forms of damage, such as from poison and disease, bypass any vitality the character has, and the damage is applied directly to wound points. So, it is conceivable that by a very good, or very lucky hit, or from being poisoned, a creature or character might be reduced to zero wound points while still having all their vitality points.
Critical stats for weapons will be similar to those of 3.5e D&D. Each weapon has a threat range and a critical modifier. If a hit is scored where the base die roll falls within the threat range of the weapon, another attack roll is made. If the second attack roll hits, the hit is a critical. If the second attack roll misses, the hit is normal. Most weapons have a threat range of 20 and a critical modifier of x1, however some have greater threat ranges and some have higher critical modifiers (but none will have both).
Critical stats:
19-20/x1 ... dagger, knife, cleaver, katar, longsword, shortsword, hook sword, nine-ring broadsword, bastard sword, broadsword, flamberge, two-handed swords, all crossbows.
18-20/x1 ... scimitar, falchion, rapier, great scimitar
20/x2 ... all axes, all bows
20/x3 ... scythe, sickle
20/x1 ... all others
Recovery
Natural healing: Per day of rest, Characters naturally recover 1 wound point and a number of vitality points equal to their level. A successful Con check vs a CL of the amount of vitality damage sustained can recover twice their level in one day.
Magical healing: When using magical healing spells, the cleric must choose if they are healing wounds or vitality. If they chose to use their spell to heal vitality, they roll the dice as shown in the spell description. If they choose to heal wounds, the die type is reduced to d4 from d8. Thus, Cure Light Wounds heals either 1d8 Vitality or 1d4 Wounds, Cure Serious Wounds heals 3d8 Vitality or 3d4 Wounds, Healing Circle cures either 2d8 Vitality or 2d4 Wounds to everyone affected. The cleric can only choose one or the other, and everyone receives the same type of healing. Cure Critical Wounds heals 5d8 Vitality or 5d4 Wounds, Heal cures all Vitality and Wound points a character has suffered. Raise Dead gives the character one wound point back, and no vitality. They must rest to recover. Resurrection restores all a character's vitality and wound points.
Combat Example
Our 3th level fighter with 16 Con has 27 Vitality and 16 Wound Points (we'll give him a 16 str too). He is armed with a longsword and enters combat against an ogre with 19 Vitality and 14 Wound points. Longswords do 1d8 damage, and have a critical of 19-20/x1. The ogre is using his slam attack, doing d10 damage and having a critical of 20/x1.
The first round, the figher wins initiative and swings, rolling a 15 +3 BtH +2 str = 20. A hit! He rolls 7 +2 str = 9 damage, which is subtracted from the ogre's vitality. He just barely avoided the full-brunt of the attack and comes away with a small gash on his arm. The ogre counterattacks, rolling a 13, missing. At the end of the round, the fighter still has 27 Vitality and 16 wounds, and the ogre is down to 10 Vitality, but he still has full Wound points.
Second round, the fighter wins initiative again, rolling a 17 +3 BtH +2 str = 22. Another good hit, but not good enough to get a critical. He does 2 +2 str = 4 points damage to the ogre's vitality. The ogre counterattacks again this time rolling a 16, matching the fighter's AC, and a 9 is rolled for damage. Since it is vitality damage, the fighter has rolled with the punch, turning it into a glancing blow, but it took a lot out of him and he'll definitely have a bruise there later. At the end of this round, the fighter is down to 18 Vitality and 16 Wound points, and the ogre is at 6 Vitality and 14 Wound points.
Third round the fighter wins initiative again, but misses with his swing. The ogre rolls a 20 and gets a threat. His second roll is a 16, matching the fighter's AC and thus scoring a critical hit! The ogre slams the fighter for 5 Wound points damage and the crunch of bone is heard from the fighter's rib cage! At the end of this round, the fighter is at 18 Vitality and 11 Wound points, and the ogre remains at 6 Vitality and 14 Wound points.
Fourth round, the ogre wins initiative and attacks, rolling an 18. Another glancing blow for the fighter doing 10 points damage. That took a lot of wind out of the warrior. He swings his sword, rolling a 14 +3 BtH +2 str = 19, delivering a small 1 vitality nick to the ogre's hide. The fighter has 8 Vitality and 11 Wound points left, and the ogre has 5 Vitality and 14 Wound points.
Round five, the fighter wins initiative and rolls an 11 +3 BtH +2 str = 16, and 7 +2 str = 9 pts damage. This brings the ogre's vitality down to zero, and the remaining 4 points are scored against the ogre's wound points. The ogre is just too exhausted from fighting to be able to defend himself properly from lethal blows. The ogre rolls a 17 on his attack, hitting and doing 3 points vitality damage. The fighter now has 5 vitality and 11 wound points, and the ogre has zero vitality and 10 wound points.
Round six, the ogre wins initiative and throws a desperate swing at the fighter, but misses. The fighter rolls a 19, scoring a threat. His second attack roll is a 12 +3 BtH +2 str = 17 total, which beats the ogre's AC and scores a critical. The fighter rolls an 8 +2 str = 10. Since the ogre has no vitality left, the damage is still just scored to wounds, which brings the ogre's wound points down to zero. The ogre falls to the ground, dead from his wounds.
Optional rules
Creature Con bonus: You may apply Con bonuses to Vitality for creatures, based on their potential wound point score... which can be taken as their Con score... thus, the ogre that had rolled a total of 29 hit points (thus 15 Vitality and 14 Wound Points) would have an extra 4 Vitality due to their Con of 14, bringing their total to 19 Vitality and 14 Wound Points.
Critical modifiers: If a character or creature's vitality points are reduced to zero and a critical hit is scored on them, the critical multiplier goes up by one. Thus, a critical hit with a longsword (normally crit 19-20/x1) against a creature that only has wound points left would give a critical multiplier of x2. A battleaxe, with crit 20/x2, would go up to 20/x3 against an opponent with no vitality.
Interconnected Vitality and Wounds: Wound points are actually the character or creature's Constitution score. If they take damage that reduces their Wounds/Con down so their Con bonus drops, they lose the amount off of their Vitality. Thus, if their Wound points drop from 16 to 13, their Con bonus drops from +2, to +1, and thus they lose 1 vitality point per level from their maximum vitality. They cannot heal this extra vitality back until those wound points are healed.