|>It will also get effected by which HP system you are using.
|> I think this would work best in an VP/WP type system where there is a
|distinct difference between what is > essential wear and tear on the
|character and those things that are actually life threatening.
|
|There is a Vp/Wp conversion guide for fantasy d20 at
|http://www.guildcompanion.com/ (yes, that was my own horn I was tooting...)
|
A. To preserve the rationale behind increasing HP, but adding malaise to the
game before the all or nothing 0HP, create a stat block. Half (round down)
of the HP goes to the first row (row 0) and the rest is split into the other
rows, starting with the first column and working down. I assume that all
level 1 characters are generated with maximum HP. The system breaks down
for the d4 character classes where do not have a -4 malaise, but they
deserve the break.
4HP: 6HP: 10HP: 13HP:
0 OO 0 OOO 0 OOOOO 0 OOOOO
-1 O -1 O -1 OO -1 OOO
-2 O -2 O -2 OO -2 OOO
-4 -4 O -4 O -4 OO
Uncon OOOOOOOOOO Uncon OOOOOOOOOO Uncon OOOOOOOOOO Uncon OOOOOOOOOO
As the character gains more HP, they fill up the columns from the top down
(remembering to allocate 50% of the total new HP to the first row, rounding
down).
B. If you use the VP/WP system, apply the malaise to the WP. Make the last
5 WP equal
-2
-4
-6
-8
-10
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