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General Tabletop Discussion
*Dungeons & Dragons
5.5/6e - Is it time for Wounds/Vitality?
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<blockquote data-quote="J.Quondam" data-source="post: 8682835" data-attributes="member: 7030100"><p>I wouldn't want VP/WP as the default, but it'd be nice to have a variant rule, umm, fleshed out for GM use.</p><p>Personally, I like something simple, like Steampunkette's approach. Maybe tack on crit fails, to allow for WP damage on botched save v fireball, etc.</p><p></p><p></p><p>Agreed. It could even be implemented as the reverse, along the lines of the "bloodied" condition used in 4e. Eg, if a character drops to half WP, they get some sort of "resolve bonus" or activate a "hard to kill" trait or something to reduce further WP disadvantages-- in effect, forcing the death spiral in the counter direction.</p><p></p><p>Like every other stat, WP/VP is just another design dimension that can work for or against a character, depending.</p></blockquote><p></p>
[QUOTE="J.Quondam, post: 8682835, member: 7030100"] I wouldn't want VP/WP as the default, but it'd be nice to have a variant rule, umm, fleshed out for GM use. Personally, I like something simple, like Steampunkette's approach. Maybe tack on crit fails, to allow for WP damage on botched save v fireball, etc. Agreed. It could even be implemented as the reverse, along the lines of the "bloodied" condition used in 4e. Eg, if a character drops to half WP, they get some sort of "resolve bonus" or activate a "hard to kill" trait or something to reduce further WP disadvantages-- in effect, forcing the death spiral in the counter direction. Like every other stat, WP/VP is just another design dimension that can work for or against a character, depending. [/QUOTE]
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Community
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5.5/6e - Is it time for Wounds/Vitality?
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