>From: "Lionel Rudling" <[EMAIL PROTECTED]>
>
>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).
I have been thinking at something like that and I said to myself: to hard to
apply. Finally, it's not, you have done it. This system seems fine.
>
>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
>
Hmmm... Why don't you apply the solution A ?
GP
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