Basically I really like this idea.
Years ago, we played a 3rd Party addition to AD&D called "Blood 
and Steel", and the yused a wounpoint system.
I don't know, how the woundpoint system in Star Wars works, i 
someone finds the time, he could give me a hint ;)

In the Blood and Steel system, every character had his normal 
hitpoints, and 5 wound points. When you fell down to 0 HP, you 
started to loose wounpoints (Idon't exactly recall, at what rate, 
though). With each lost woundpoint, you got an -2 on all rolls.
Critical Hits could directly affect woundpoints (a table determined 
the effect of the critical hit like 10% Head One Eye Lost, -2 
Woundpoints)
Woundpoints healed at a much slower rate than HP, I think 1 point 
per dice in the healing spell or potion (Cure Light Wounds 1d8+x 
would cure 1 Wounpoint)
If you leave out the specific injuries (it's anoying to DM a group of 
crippled characters, at least after a while), this is a thing that could 
be used.


On 26 Jan 2001, at 23:25, Guillaume PERREAL wrote:

> 
> >From: "Lionel Rudling" <[EMAIL PROTECTED]>
> >
> >Fire away.
> >
> 
> So, let's go.
> 
> I find that D&d lacks the "huh, what a strike!"-feeling. I mean that until 
> the character hit points drops to 0, it is still standing up and acting as 
> he were never wounded, and then... it's off.
> 
> So I'm looking for a way to make this "shutdown" more progressive. Many 
> other RPGs handle this, by applying maluses linked to health status.
> 
> To set up such rules, I think that three questions must be answered :
> 
> I) *When* maluses should be applied ?
> 
> Two answers :
> 
> A. Use health levels : Each character has the same number of health levels. 
> To each level corresponds a malus. Wounds are assigned a number of health 
> level damages, and a difficulty to sustain. When a character takes a wound, 
> a 'sustain wound' roll (generally based on constitution) is made to reduce 
> the number of damages. The remaining damages are substracted from its 
> current health levels. This solution fits well in level-less system, but I 
> don't think it will for the d20-system.
> 
> B. Use hit point thresholds : Several thresholds are defined, generally 
> fractions of total hit points. Each threshold is assigned a malus. When hit 
> points drops below a threshold, the corresponding maluses are applied 
> (notice there are not cumulative, only the worst are applied). This solution 
> seems more easy to apply into the d20-system. It had the advantage of 
> keeping the actual hit points and damages rules. And I think it can be fine 
> with the VP/WP rules.
> 
> II) *What* maluses should be applied ?
> 
> Two answers :
> 
> A. Fixed maluses (per example: -4 to all roll) : again, it's fine in 
> level-less systems, because characters are almost at their best when they 
> are created.
> 
> B. Proportional maluses (per example: using 50% of skill ranks) : it can be 
> fine, as it does not hindred low-level characters more than high-level ones. 
> But in d20-based rolls, it gives rounding a non-negligible weight, at least 
> more than in d100-based rolls.
> 
> III) *What* the maluses should be applied to ?
> 
> I think they should be applied to *all* rolls. Notice that only the 
> character is affected, not its equipment. It doesn't matter with fixed 
> maluses, but it does with proportional ones.
> 
> Well, I'm waiting for your thoughts.
> 
> GP
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www.rollenspiel-club.de

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