Vit/Wound Points
Rather than running the game on a Hit Point System, I have transfered my game to a vitality point/wound point system. All characters get a stock of wound points equal to their constitution + their constitution modifier, this remains the same throughout the game unless their constitution goes up. Vitality points increase each level at the same rate that hit points increase, dependant on class. Normal damage goes first to vitality points and then, when vitality points fall to zero, it goes to wound points. Critical hits, on the other hand, go directly to wound points; making a critical attack potentially deadly at any time, no matter how many vitality points your character may have gained.
Taking Wound Point Damage
When a character takes wound point damage, they suffer a negative modifier equal to the amount of wound points that they are down. Additionally, they are fatigued and suffer a -2 penalty to strength and dex until they have rested for eight hours (this dex penalty counts against their defense as they cannot fully apply their dexterity bonus when they are wounded). This fatigue level also applies to the level of weaves that a channeler can cast without overchanneling, if the channeler is already fatigued, their level of fatigue is increased by one. (see Fatigued Based Channeling for more details)
Additionally, any time that an attack does wound point damage, the character must make a fortitude save (DC5+number of wound points taken) or be stunned for 1d4 rounds. During this time another character may take a standard action to help the stunned character recover, this negates all stunned penalties). For every one minute that a wounded character goes without having his wounds tended, he must make an additional fortitude save (DC5+number of wound points taken), if he fails this save, he looses another wound point.
Zero Wound Points
At zero wound points, a character is disabled and must make a fortitude save (DC15) - if he/she fails this save, they fall unconscious and begin dying.
Disabled - A disabled character is conscious, but can only take a single move or standard action per round. They move at half speed. Taking a move action does not risk further injury, but performing any standard action (and some free actions, at the descretion of the GM) worsen a characters condition to dying.
Dying - A dying character is unconscious and near death. Each round on their turn, a dying character must make a fortitude save (10+1 for every turn after the first) to become stable. If the character fails the save, he dies. If they succeed by less than five, they do not die but also do not improve. He/She must continue to make a fortitude save every round.
If the character succeeds on a save by five or more, he becomes conscious and disabled. Another character can make a dying character stable by making a Heal Check (DC15) provided that they have the appropriate supplies (bandages for charters wounded by weapons, antitoxins, balms to help a burned victim, etc.)
Stable Characters and Recovery
A stable character is unconscious unless they have succeeded at a fortitude save. Every hour, a stable character must make a fortitude save (DC10+1 per hour after first) to remain stable. If the character fails the save, he starts dying. If he succeeds by less than 5, he is still unconscious and must continue to make a fortitude save every hour. If he succeeds by more than 5, he becomes conscious and disabled. An unaided stable, conscious character has a 10% chance of recovering one wound point that day.
once an unaided character starts recovering wound points naturally, he is no longer in danger of dying.
If a dying character has been made stable by a Heal Check, he stands a 10% chance of gaining consciousness each each, at which point he becomes disabled. Even while unconscious, he regains Wound points naturally. He automatically regains consciousness when he has regained one wound point.
Natural Healing
A character that is healing without help regains 1 vitality point per hour per level when resting, and 1 wound point per level for every full night of rest that he/she receives. If a character is allowed to rest for a full twenty-four hours, they can regain twice this amount. Assisted healing also doubles this amount, see the Heal Check for more information of assisted healing.
Healing with the One Power
The Healing Weave can only heal wound point damage, it cannot be used to restore vitality point damage as that is considered to be energy loss. There are other channeling weaves though, that can restore vitality points, if a channeler knows them.