Cage-Rattler
First Post
The Vitality / Wound Points variant ruleset does make combat more dangerous for PCs by allowing random chance to have greater influnce; I won't argue that.
At the same time, I feel that it adds dramatic tension to combat; rather than the somewhat dry back-and-forth of "I hit you for x damage. You hit me for y damage. I hit you for x damage again", it can be really exciting to slip past a tough "bad guy's" defenses completely and really hurt him with a strong blow.
I'll see if I can ease your other concerns point-by-point.
If anything, I would argue that the Healing Skill becomes more critical with these rules. While it's true that a Dying character will become Dead by failing a single save, there's the chance that even if that character DOES make the save, they'll still be considered "Dying". A successful Heal check will guarantee that the character becomes Stable. Having a party member with ranks in "Heal" will also be a lot of use if the Stable character regresses to a "Dying" state again (since again, a successfull "Heal" check will stablize the character).
Maybe you could give an example of why you think your spells are useless? Dealing non-lethal damage to an opponent with 24 VP, 11 WP should be no harder than dealing non-lethal damage to an opponent with 35 HP, so far as I can see. In fact, it would be even easier to make practical use of non-lethal damage by using the VP/WP system, since a Critical Hit (involving an attack roll with a non-lethal attack) would do non-lethal damage straight to the opponent's Wound Points.
At the same time, I feel that it adds dramatic tension to combat; rather than the somewhat dry back-and-forth of "I hit you for x damage. You hit me for y damage. I hit you for x damage again", it can be really exciting to slip past a tough "bad guy's" defenses completely and really hurt him with a strong blow.
I'll see if I can ease your other concerns point-by-point.
DireLemming said:It basically makes heal useless for stabilization since you've only got one round to do it before the character has to save or die.
Variant Rules said:A dying character is unconscious and near death. Each round on his turn, a dying character must make a Fortitude save (DC 10, +1 per turn after the first) to become stable. . .
If the character succeeds on the save by less than 5, he does not die but does not improve. He is still dying and must continue to make Fortitude saves every round.
If anything, I would argue that the Healing Skill becomes more critical with these rules. While it's true that a Dying character will become Dead by failing a single save, there's the chance that even if that character DOES make the save, they'll still be considered "Dying". A successful Heal check will guarantee that the character becomes Stable. Having a party member with ranks in "Heal" will also be a lot of use if the Stable character regresses to a "Dying" state again (since again, a successfull "Heal" check will stablize the character).
DireLemming said:Also, it does nothing to allay my concerns about the pointlessness of my chosen classes main offensive spells.
Maybe you could give an example of why you think your spells are useless? Dealing non-lethal damage to an opponent with 24 VP, 11 WP should be no harder than dealing non-lethal damage to an opponent with 35 HP, so far as I can see. In fact, it would be even easier to make practical use of non-lethal damage by using the VP/WP system, since a Critical Hit (involving an attack roll with a non-lethal attack) would do non-lethal damage straight to the opponent's Wound Points.