What I'd be inclined to do, is reverse it around, wipe out the W/VP distinction, and turn Health into a threshold system like Stress/Subdual.
Hit CON wounds and make a damage save or suffer x.
That would eliminate subdual as a distinct damage type. This isn't necessarily a problem, but you'd have to rework the subdual damage concept if you wanted to keep it around. This would also remove one of the balancing elements between classes, which is a more significant issue.
You could use the vitality die itself as a threshold (i.e. 8, 10, or 12). That would keep a certain class distinction and also not completely obviate subdual (subdual using Con rather than VP die as the threshold). I'd probably for the sake of simplicity use whichever threshold is applied the most given the class levels selected, with the larger threshold used in case of ties. For example: a Sol 1 would use 12; a Sol 1 / Adv 1 would use 12; and a Sol 1 / Adv 2 would use 10.
It's worth remembering the only difference the threshold value makes is how quickly the DC ramps up on the damage checks. All the real meat in the check is based on the damage (presumably Fort) save bonuses.Feats or other effects which add to max VP or WP (i.e. buffs rather than curative effects) instead adds an unnamed bonus to damage saves equal to half the stated VP/WP increase, rounded down (min 1). For example, Great Fort adds a +1 to damage saves and +3 to the base Fort save bonus; Toughness adds half (rounded down) your base Fort save bonus to damage saves.
Of course, this is without checking the numbers first. I suspect we'll see a flattening effect to the power curve, where 1st level chars are more powerful than normal and 20th level are less powerful that normal. The problem being under the current idea a 1st level character
can't die until he reaches 5x his VP (or whatever other) threshold, and the 20th level character won't have an easy time surviving at that threshold.
But let's see what the numbers tell us. We'll assume:
* no feats that adjust Fort, VP, or WP
* Con 12
The numbers in the "% Success" column are success percentages at each instance (i.e. the chance of making that one die roll at the point the threshold is crossed).
Example 1: Scout (fast Fort; d12 VP)Lvl 1Threshold % Success
1 (12) 60%
2 (24) 40%
3 (36) 20%
4 (48) -
5 (60) -
Lvl 10Threshold % Success
1 (12) 85%
2 (24) 65%
3 (36) 45%
4 (48) 25%
5 (60) 5%
Lvl 20Threshold % Success
1 (12) 100%
2 (24) 90%
3 (36) 70%
4 (48) 50%
5 (60) 30%
Example 2: Sleuth (slow Fort; d8 VP)Lvl 1Threshold % Success
1 (8) 50%
2 (16) 30%
3 (24) 10%
4 (32) -
5 (40) -
Lvl 10Threshold % Success
1 (8) 65%
2 (16) 45%
3 (24) 25%
4 (32) 5%
5 (40) -
Lvl 20Threshold % Success
1 (8) 80%
2 (16) 60%
3 (24) 40%
4 (32) 20%
5 (40) -
So low level characters start automatically failing beyond the first couple thresholds, and even high level characters have a hard time succeeding (or automatically fail) at higher thresholds.
Walter