Grim Tales + VP/WP, do they play well together?

GlassJaw

Hero
I posted about this in the main forum but I figure it's more directed to Grim Tales so I figured I'd post here.

I've been reading some things from various sources and trying to decide on a hit point/injury system for the low-magic campaign I'm working on. I've never used a VP/WP system before.

Basically, I'm looking for a system that is fast and easy to use, allows for no or very little magical healing, uses a massive damage rule, and doesn't make crits too powerful.

My main concern with the VP/WP system is that it adds more complexity than I want (fatigue after taking WP dmg, changing of the crit system, two types of dmg to heal, etc) and it also makes crits very deadly. While I want a gritty system, I also want the PC's to be somewhat heroic and not fear combat completely.

For massive damage, I was thinking of using the Unearthed Arcana variant of Con + 2 per HD.

I was also tossing around the idea of armor converting some damage to subdual but wearing armor puts a limit on your defense bonus equal to the max Dex. So wearing hide armor would give a +3 AC bonus and convert 3 points of lethal damage to nonlethal but it would also cap your defense bonus at +4.

Thoughts?
 

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I was also tossing around the idea of armor converting some damage to subdual but wearing armor puts a limit on your defense bonus equal to the max Dex. So wearing hide armor would give a +3 AC bonus and convert 3 points of lethal damage to nonlethal but it would also cap your defense bonus at +4.

Sounds reasonable to me.

From a designer's perspective, with a focus on playability, I think hit points do the job better than VP/WP; they just play faster and better overall if it's a pulpy (as opposed to realistic) feel you're gaming for.

Wulf
 

just play faster and better overall

Yeah, that's what I'm thinking. Plus, the armor rules I'm thinking about will add enough "complexity" and I don't think I want to slow down combat anymore.

By the way Wulf, on an unrelated note, in the Action Points section, it refers to a "strike true" combat action that you can execture with an AP. I can't find the rules for it in the Combat chapter.
 


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