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Help with WP/VP
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<blockquote data-quote="ledded" data-source="post: 1547081" data-attributes="member: 12744"><p>We've used a house-ruled form of VP/WP for a year now and like it a lot.</p><p> </p><p>Here is our low-down that has worked out great:</p><p> </p><p>Injury poisons only work on WP damage, I believe, and that is how it works in Star Wars.</p><p> </p><p>Special attacks like the wolf's trip, etc, work on vitality damage. After all, just taking vitality doesnt necessarily mean you didnt get hit at all, just hit in such a way as to not provide lasting or serious harm. So the wolf could have grabbed your pants leg instead of just ripping into your calf, and still get the VP damage + the trip. I agree, nerfing the special attacks would hose many monsters, though I would do the same thing with sneak attack that zcthu3 said (which I didnt remember from UA but sounds like a great idea anyway... we dont have sneak attack in our Modern game).</p><p> </p><p>DR. Our armor in d20 Modern (and in future D&D games) provides a modest defense bonus and DR. The DR is much less than SW, and is a base of 1 for light, 2 for medium, and 3 for heavy armors. Materials, special armors, customization can provide more DR of course. This DR only applies to wound damage, i.e. when you have been hit solidly enough that the armor has some bearing. We kind of think of armor as 'cover' that you wear <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> . Personally, I would have preferred more DR to armor and less defense, but our group went this way with it and it's worked out pretty well (since we are in d20 Modern and not many folks wear much armor anyway).</p><p> </p><p>DR gained from a magic effect or from the Tough Hero's talent tree works against VP and WP damage; these are harder to get than armor and usually represent an 'all around' effect or toughness. Sure, the VP damage to the tough hero didnt skewer him, but he's tough enough that it didnt hurt his knee as much to turn out of the way. We basically didnt want to penalize people who went through a lot of trouble to get DR while trying to keep armor from outclassing the class bonuses to defense *or* becoming the be-all and end-all to protection like it is in D&D.</p><p> </p><p>Just wanted to give you our lowdown on it.</p><p> </p><p>We've used it and are hooked, we like it much more than static MDT saves or just plain hit points. It seems to have more flavor, plus it still keeps your tank-building characters on their toes, as a lucky hit from a bad guy can still end their day pretty quickly. It can get scary at times... a dead-on hit with a burst from a .50 cal machine gun can, and often will, kill just about any PC or NPC, which it probably should <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p></blockquote><p></p>
[QUOTE="ledded, post: 1547081, member: 12744"] We've used a house-ruled form of VP/WP for a year now and like it a lot. Here is our low-down that has worked out great: Injury poisons only work on WP damage, I believe, and that is how it works in Star Wars. Special attacks like the wolf's trip, etc, work on vitality damage. After all, just taking vitality doesnt necessarily mean you didnt get hit at all, just hit in such a way as to not provide lasting or serious harm. So the wolf could have grabbed your pants leg instead of just ripping into your calf, and still get the VP damage + the trip. I agree, nerfing the special attacks would hose many monsters, though I would do the same thing with sneak attack that zcthu3 said (which I didnt remember from UA but sounds like a great idea anyway... we dont have sneak attack in our Modern game). DR. Our armor in d20 Modern (and in future D&D games) provides a modest defense bonus and DR. The DR is much less than SW, and is a base of 1 for light, 2 for medium, and 3 for heavy armors. Materials, special armors, customization can provide more DR of course. This DR only applies to wound damage, i.e. when you have been hit solidly enough that the armor has some bearing. We kind of think of armor as 'cover' that you wear ;) . Personally, I would have preferred more DR to armor and less defense, but our group went this way with it and it's worked out pretty well (since we are in d20 Modern and not many folks wear much armor anyway). DR gained from a magic effect or from the Tough Hero's talent tree works against VP and WP damage; these are harder to get than armor and usually represent an 'all around' effect or toughness. Sure, the VP damage to the tough hero didnt skewer him, but he's tough enough that it didnt hurt his knee as much to turn out of the way. We basically didnt want to penalize people who went through a lot of trouble to get DR while trying to keep armor from outclassing the class bonuses to defense *or* becoming the be-all and end-all to protection like it is in D&D. Just wanted to give you our lowdown on it. We've used it and are hooked, we like it much more than static MDT saves or just plain hit points. It seems to have more flavor, plus it still keeps your tank-building characters on their toes, as a lucky hit from a bad guy can still end their day pretty quickly. It can get scary at times... a dead-on hit with a burst from a .50 cal machine gun can, and often will, kill just about any PC or NPC, which it probably should :). [/QUOTE]
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