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General Tabletop Discussion
*Dungeons & Dragons
Hit Points are a great mechanic
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<blockquote data-quote="Stalker0" data-source="post: 9766876" data-attributes="member: 5889"><p>my personal favorite is the VP/W system (vitality and wounds).</p><p></p><p>Its a version of hitpoints where you have two pools, vitality and wounds. Vitality is taken first, representing your stamina, ability to dodge, etc. Its tracked like normal hitpoints. Once vitality is depleted, new damage is applied to your wounds. Vitality comes back "fairly quickly" with rest, whereas wounds can linger and require specialized healing.</p><p></p><p>This system has all the advantages of HP but does offer the ability to have "lingering damage" and "some penalities to capability once you are damaged enough". And you can adjust the balance of vitality and wounds to whatever threshold you want to change the lethatlity of a game. A game with 25% VP/75% WP....more lethal. 75% VP/25% WP....more high fantasy.</p><p></p><p>Starwars used this system, BUT....where that system messed up was in allowing things like critical hits and sneak attacks to bypass vitality. Its the dnd equivalent of letting a crit do exhaustion.... it violates that main reason you have hitpoints in the first place, and so high level Starwars games could turn into "who gets in the crits first".</p><p></p><p>So I think its paramount in such a system, that vitality can only be violated in the most extreme of circumstances, maybe falling damage, perhaps like a long term disease, or a coup de grace. But straight up combat and PC abilities should never be able to do it.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 9766876, member: 5889"] my personal favorite is the VP/W system (vitality and wounds). Its a version of hitpoints where you have two pools, vitality and wounds. Vitality is taken first, representing your stamina, ability to dodge, etc. Its tracked like normal hitpoints. Once vitality is depleted, new damage is applied to your wounds. Vitality comes back "fairly quickly" with rest, whereas wounds can linger and require specialized healing. This system has all the advantages of HP but does offer the ability to have "lingering damage" and "some penalities to capability once you are damaged enough". And you can adjust the balance of vitality and wounds to whatever threshold you want to change the lethatlity of a game. A game with 25% VP/75% WP....more lethal. 75% VP/25% WP....more high fantasy. Starwars used this system, BUT....where that system messed up was in allowing things like critical hits and sneak attacks to bypass vitality. Its the dnd equivalent of letting a crit do exhaustion.... it violates that main reason you have hitpoints in the first place, and so high level Starwars games could turn into "who gets in the crits first". So I think its paramount in such a system, that vitality can only be violated in the most extreme of circumstances, maybe falling damage, perhaps like a long term disease, or a coup de grace. But straight up combat and PC abilities should never be able to do it. [/QUOTE]
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Hit Points are a great mechanic
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