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<blockquote data-quote="I'm A Banana" data-source="post: 5891977" data-attributes="member: 2067"><p>Speaking purely personally, WP/VP doesn't do it for me. I feel that we already have a measurement in the game of attrition and damage. It's called "hit points."</p><p></p><p>I do like the idea of hit points doing their job better, but the distinction seems a little pointless to me. If the idea is to allow more personal healing, then we need to add more ways to personally heal to the game (the Heal skill, Second Wind, a steady IV drip of potions, whatever) rather than making a new HP system.</p><p></p><p>I also think this has bang-on effects for the exploration portion of the game. A deadly trap that riddles you with poison darts seems less psychologically potent when you can simply surge away the damage. Turning those surges into raw HP changes the calculus: human beings being very risk-averse, the punch of loosing HP you can't get back is much more potent than loosing HP, then loosing surges.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5891977, member: 2067"] Speaking purely personally, WP/VP doesn't do it for me. I feel that we already have a measurement in the game of attrition and damage. It's called "hit points." I do like the idea of hit points doing their job better, but the distinction seems a little pointless to me. If the idea is to allow more personal healing, then we need to add more ways to personally heal to the game (the Heal skill, Second Wind, a steady IV drip of potions, whatever) rather than making a new HP system. I also think this has bang-on effects for the exploration portion of the game. A deadly trap that riddles you with poison darts seems less psychologically potent when you can simply surge away the damage. Turning those surges into raw HP changes the calculus: human beings being very risk-averse, the punch of loosing HP you can't get back is much more potent than loosing HP, then loosing surges. [/QUOTE]
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