>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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