GMMichael
Guide of Modos
It basically sounds like increasing the difficulty level on a VRPG. So, not a bad idea considering that many VRPGs find it important to include such a feature.
Which is why I like Double Monster Damage, without the Half Hit Points, because it means:
1) Fighting "monsters" becomes significantly different than fighting people
2) Players are forced to choose: use tactics or flee
3) The DM has to work a little harder to make the combat interesting, so it doesn't boil down to "ha, my numbers are bigger than your numbers."
Combats will tend to last a lot fewer rounds, and this is in a system where 2-3 rounds is not atypical. You might well not get through even one full initiative cycle before the combat was resolved - which sucks for the player who rolled low initiative.
Which is why I like Double Monster Damage, without the Half Hit Points, because it means:
1) Fighting "monsters" becomes significantly different than fighting people
2) Players are forced to choose: use tactics or flee
3) The DM has to work a little harder to make the combat interesting, so it doesn't boil down to "ha, my numbers are bigger than your numbers."