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Hit points are a one-dimensional resource and most damage types appear the same to players. This article introduces Vitality as a separate health-related resource with optional rules for how to make some damage types—like acid or damage from firearms—feel unique, threatening, and ultimately more engaging to make combats as satisfying as they can be! By David Adams; illustrated by Marcel Budde.

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Aidan Daniel

Pages 2-3 have been merged into a single double-width page, which makes printing and reading the PDF more difficult.

Randy George

This is a cool idea. I really do like the idea of Vitality points and that certain kinds of highly lethal damage could apply directly to that. Other than being part of a story narrative, I've wondered how to simulate such damage from firearms or critical hits.

David LaBrie

I’m going to admit not having finished the article yet, because of a discrepancy in the rules on page 1 I can’t get past. Hopefully I’m just misunderstanding what I’m reading. At level 1 my vitality points = my Con score, which for all but the d10 HD classes, means it will be higher than my HP maximum. In the section about leveling, it is mentioned that VP cannot exceed HP Max, but I just spent my entire 1st level doing just that.

David LaBrie

That makes sense. Thank you!

Mike Myler

Put up another updated version with a few slight rules clarifications.