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Bring Back Verisimilitude, add in More Excitement!
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<blockquote data-quote="Sylrae" data-source="post: 5779109" data-attributes="member: 48520"><p>Interesting.</p><p></p><p>Not a bad approach.</p><p></p><p>One time I used a WoD style approach with fixed hitpoints and wound penalties.</p><p></p><p>It was a real pain figuring out what sort of damage stuff should do though.</p><p></p><p>I would appreciate if *damage* meant *damage*, and hitpoints meant *how much damage you can take*; even if that means hitpoints dont scale up much.</p><p></p><p>Because yeah there's always a blurb that says hitpoints represent fatigue and such. But as mentioned, they go down when you get hit, and *take damage*, so its hard to picture it as other than anything than becoming supernaturally resilient. Which is fine, if the goal is to have the characters become supernaturally resilient.</p><p></p><p>If the goal is to have it represent ducking and weaving and tiring out, in addition to taking damage, it doesn't model it in a way where you get that impression at all.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 5779109, member: 48520"] Interesting. Not a bad approach. One time I used a WoD style approach with fixed hitpoints and wound penalties. It was a real pain figuring out what sort of damage stuff should do though. I would appreciate if *damage* meant *damage*, and hitpoints meant *how much damage you can take*; even if that means hitpoints dont scale up much. Because yeah there's always a blurb that says hitpoints represent fatigue and such. But as mentioned, they go down when you get hit, and *take damage*, so its hard to picture it as other than anything than becoming supernaturally resilient. Which is fine, if the goal is to have the characters become supernaturally resilient. If the goal is to have it represent ducking and weaving and tiring out, in addition to taking damage, it doesn't model it in a way where you get that impression at all. [/QUOTE]
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