imp_fireball
2009-06-11, 01:00 AM
This will be filled in later.
Vitality and Wound Points Variant
Original VP/WP rules. (http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm)
Vitality Point/Wound Point rules have the following changes -
Wound Points
Wound Points are replaced by ordinary Hit Points under this variant. Hit Points use ordinary class/racial HD and progress and behave normally under ordinary rules that do not use VP/WP. Vitality Points are essentially temporary damage reduction.
A character only dies when their Hit Points are reduced to -10, in accordance to standard rules in the SRD. The same rules apply to a character when determining whether or not they are conscious, stabilized, etc.
-
Hit Dice
Vitality point HD and HD progression/level is instead equivalent to character's racial HD instead of their class's HD. Wound points remain the same.
Ie. A human commoner is humanoid. Since humanoids have d8 HD, the typical commoner with averaged HD has 4 Vitality Points and 2 Hit Points.
Vitality points reflect a character's ability to survive blows and continue fighting. A single stab of a typical dagger isn't going to fell even a frail woman. Adrenaline will keep her alive for at least a short while.
Vitality Points can also be healed with the usual spells that ordinarily heal Hit Points, is affected by CON bonuses and other things that affect hit points, etc.
Finally, a character can have 0 Vitality Points (if they have CON penalties and are unlucky, ie.) but always has a minimum of 1 Total Hit Points, in accordance with SRD rules.
-
Critical Strikes
Critical Strikes deal double damage, and do damage to Hit Points instead of Vitality Points. The same applies to Coup De Graces - usually reflecting someone's ability to 'instantly kill' a person. A critical strike can also damage Vitality Points instead of Hit Points at a character's choice (usually declared prior to rolling to confirm a critical).
-
Post Combat
After a number of hours equal to a character's CON score without combat or otherwise realized immediately deadly circumstances, Vitality Point damage is recovered entirely, however the amount of damage recovered is subtracted from that character's Hit Points.
This is due to the fact that while adrenaline usually keeps somebody alive, the full realization of bodily damage (the wearing off of shock) then takes affect. If this would reduce a character below 0 hp, the character is instead reduced to -1 hp and makes the usual Fort save to stabilize.
-
Suffering Hit Point Damage
Suffering Hit Point damage has no ill affect whatsoever, as opposed to a character becoming fatigued if they suffered Wound Point damage.
-
Reducing Vitality Points to 0
A character who's Vitality Point thresh hold is reduced to 0 or surpassed during combat/otherwise deadly circumstances must make a Fort save equal to the attack roll that was made to surpass that thresh hold/reduce it to 0, or equal to the DC required to initially save against suffering such damage (ie. a reflex save versus a fireball). Upon failure, roll 1d4.
{table]1|Fall Prone
2|Stunned for One Round
3|Dazed for 1d4 Rounds.
4|Fatigued
[/table]
Perks
Some fighters are more skilled than others. Some rogues are more wily than the next. But that next rogue can cope with failure better.
Perks offer a realistic alternative to HD progression.
Upon gaining a level, do not acquire new HD. Select a class to progress in, but do not acquire additional skill points, instead only BAB and saves. Acquire 3 perk points. Alternatively, you may choose not to gain a level in a chosen class and instead acquire 5 perk points.
Perk Points can be spent on a number of things:
One additional Class Specific Bonus Feat - 2 points
-
One additional General Feat that has a Feat/ability Prerequisite that you have, assuming you meet other requirements (such as level) - 3 points
-
One additional class feature or ability (can include anything allowed by that class), assuming you meet the prerequisites - 2 points
Ie. A warblade might take on additional maneuvers that he hadn't chosen previously, or learn a new stance.
-
The ability to remove, at GM discretion, one class or feat limitation. Or alternatively, investment in removing a more major class, feat, or even action limitation (after having 'spent' a number of perks at GM discretion) - 2 points.
Ie. When removing a 'major' limitation, a warblade might take on the ability to execute two stances at once, or a wizard might suffer no casting penalties for wearing armor whatsoever, or being able to perform more than one swift action in a round.
A 'minor' limitation that is removed might result in a barbarian being permitted his fast movement in heavy armor or taking improved trip without needing combat expertise.
-
One additional trait or Regional Feat (assuming the GM allows it) - 1 point
-
Additional Spells/Power Points/Class-Specific Points equal to the ability's modifier that grants those bonus entitlements. - 2 points
Ie. A wizard with +4 INT taking that perk would effectively double the amount of bonus spells acquired upon gaining a level for having a higher than (human) average INT score.
-
Double the Usual Action Points acquired for gaining a level (assuming action points are permitted) - 2 points
-
A 'Special Circumstance' Custom Extraordinary/Supernatural/Spell-like Ability - 2 points
Ie. A fighter, after GM approval, might take an extraordinary ability that gives him a +8 to Fort saves that involve a 'save or die' circumstance. He'd call the ability 'Death Defying Fortitude'.
-
Upgrade an existing feat or class ability depending on what the GM allows. - 2 points
Ie. A 2nd level fighter who took Power Attack at 1st level might double his power attack range of damage at 2nd level through use of this perk. Power Attack now deals up to +4 damage with weapons used in one hand for that fighter (effectively +2 damage per -1 penalty to attack), while weapons using two hands have up to a +6 damage modifier (in accordance with the rules for doubling a double), and weapons using three hands would involve a +8 damage modifier, etc.
ECL can no longer be measured using this supplement. Instead, PCL, or 'Proportionate Character Level', is measured for characters that have chosen, at any time, to take perks instead of Hit Dice. PCL is essentially a character's Class Level(s) + Level Adjustment + Any Racial Hit Dice.
A character's Class Level(s) still increases if they choose to take perks instead of Hit Dice and thus a character still gains all the features/sp/etc. of its class upon acquiring a new level in that class.
- Gain another unique ability that offers a small advantage. This is called a 'talent'. (ie. Use your own blood as poison upon succeeding on a save against a recent poisonous affect) - 1 point.
- Gain a unique ability that offers a major advantage. This is also a talent. (ie. the plan talent from modern or martial artist attack options such as ignore cover on unarmed strikes and round house kicking, that can be taken a number of times equal to 1 + int modifier) - 3 points.
Vitality and Wound Points Variant
Original VP/WP rules. (http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm)
Vitality Point/Wound Point rules have the following changes -
Wound Points
Wound Points are replaced by ordinary Hit Points under this variant. Hit Points use ordinary class/racial HD and progress and behave normally under ordinary rules that do not use VP/WP. Vitality Points are essentially temporary damage reduction.
A character only dies when their Hit Points are reduced to -10, in accordance to standard rules in the SRD. The same rules apply to a character when determining whether or not they are conscious, stabilized, etc.
-
Hit Dice
Vitality point HD and HD progression/level is instead equivalent to character's racial HD instead of their class's HD. Wound points remain the same.
Ie. A human commoner is humanoid. Since humanoids have d8 HD, the typical commoner with averaged HD has 4 Vitality Points and 2 Hit Points.
Vitality points reflect a character's ability to survive blows and continue fighting. A single stab of a typical dagger isn't going to fell even a frail woman. Adrenaline will keep her alive for at least a short while.
Vitality Points can also be healed with the usual spells that ordinarily heal Hit Points, is affected by CON bonuses and other things that affect hit points, etc.
Finally, a character can have 0 Vitality Points (if they have CON penalties and are unlucky, ie.) but always has a minimum of 1 Total Hit Points, in accordance with SRD rules.
-
Critical Strikes
Critical Strikes deal double damage, and do damage to Hit Points instead of Vitality Points. The same applies to Coup De Graces - usually reflecting someone's ability to 'instantly kill' a person. A critical strike can also damage Vitality Points instead of Hit Points at a character's choice (usually declared prior to rolling to confirm a critical).
-
Post Combat
After a number of hours equal to a character's CON score without combat or otherwise realized immediately deadly circumstances, Vitality Point damage is recovered entirely, however the amount of damage recovered is subtracted from that character's Hit Points.
This is due to the fact that while adrenaline usually keeps somebody alive, the full realization of bodily damage (the wearing off of shock) then takes affect. If this would reduce a character below 0 hp, the character is instead reduced to -1 hp and makes the usual Fort save to stabilize.
-
Suffering Hit Point Damage
Suffering Hit Point damage has no ill affect whatsoever, as opposed to a character becoming fatigued if they suffered Wound Point damage.
-
Reducing Vitality Points to 0
A character who's Vitality Point thresh hold is reduced to 0 or surpassed during combat/otherwise deadly circumstances must make a Fort save equal to the attack roll that was made to surpass that thresh hold/reduce it to 0, or equal to the DC required to initially save against suffering such damage (ie. a reflex save versus a fireball). Upon failure, roll 1d4.
{table]1|Fall Prone
2|Stunned for One Round
3|Dazed for 1d4 Rounds.
4|Fatigued
[/table]
Perks
Some fighters are more skilled than others. Some rogues are more wily than the next. But that next rogue can cope with failure better.
Perks offer a realistic alternative to HD progression.
Upon gaining a level, do not acquire new HD. Select a class to progress in, but do not acquire additional skill points, instead only BAB and saves. Acquire 3 perk points. Alternatively, you may choose not to gain a level in a chosen class and instead acquire 5 perk points.
Perk Points can be spent on a number of things:
One additional Class Specific Bonus Feat - 2 points
-
One additional General Feat that has a Feat/ability Prerequisite that you have, assuming you meet other requirements (such as level) - 3 points
-
One additional class feature or ability (can include anything allowed by that class), assuming you meet the prerequisites - 2 points
Ie. A warblade might take on additional maneuvers that he hadn't chosen previously, or learn a new stance.
-
The ability to remove, at GM discretion, one class or feat limitation. Or alternatively, investment in removing a more major class, feat, or even action limitation (after having 'spent' a number of perks at GM discretion) - 2 points.
Ie. When removing a 'major' limitation, a warblade might take on the ability to execute two stances at once, or a wizard might suffer no casting penalties for wearing armor whatsoever, or being able to perform more than one swift action in a round.
A 'minor' limitation that is removed might result in a barbarian being permitted his fast movement in heavy armor or taking improved trip without needing combat expertise.
-
One additional trait or Regional Feat (assuming the GM allows it) - 1 point
-
Additional Spells/Power Points/Class-Specific Points equal to the ability's modifier that grants those bonus entitlements. - 2 points
Ie. A wizard with +4 INT taking that perk would effectively double the amount of bonus spells acquired upon gaining a level for having a higher than (human) average INT score.
-
Double the Usual Action Points acquired for gaining a level (assuming action points are permitted) - 2 points
-
A 'Special Circumstance' Custom Extraordinary/Supernatural/Spell-like Ability - 2 points
Ie. A fighter, after GM approval, might take an extraordinary ability that gives him a +8 to Fort saves that involve a 'save or die' circumstance. He'd call the ability 'Death Defying Fortitude'.
-
Upgrade an existing feat or class ability depending on what the GM allows. - 2 points
Ie. A 2nd level fighter who took Power Attack at 1st level might double his power attack range of damage at 2nd level through use of this perk. Power Attack now deals up to +4 damage with weapons used in one hand for that fighter (effectively +2 damage per -1 penalty to attack), while weapons using two hands have up to a +6 damage modifier (in accordance with the rules for doubling a double), and weapons using three hands would involve a +8 damage modifier, etc.
ECL can no longer be measured using this supplement. Instead, PCL, or 'Proportionate Character Level', is measured for characters that have chosen, at any time, to take perks instead of Hit Dice. PCL is essentially a character's Class Level(s) + Level Adjustment + Any Racial Hit Dice.
A character's Class Level(s) still increases if they choose to take perks instead of Hit Dice and thus a character still gains all the features/sp/etc. of its class upon acquiring a new level in that class.
- Gain another unique ability that offers a small advantage. This is called a 'talent'. (ie. Use your own blood as poison upon succeeding on a save against a recent poisonous affect) - 1 point.
- Gain a unique ability that offers a major advantage. This is also a talent. (ie. the plan talent from modern or martial artist attack options such as ignore cover on unarmed strikes and round house kicking, that can be taken a number of times equal to 1 + int modifier) - 3 points.