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Its Official: I HATE Vitality/Wound. You?
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<blockquote data-quote="ThoughtBubble" data-source="post: 2567142" data-attributes="member: 9723"><p>You know, I never was fond of the Vorpral enchantment. It did tend to end things too quickly on a crit and was fairly useless the rest of the time. </p><p></p><p>The VP/WP system isn't something I've used much of in play, but I do like it theoretically. The real problems come in when some of the other factors stack.</p><p></p><p>For example, in D20 Modern, they reccomend (highly reccomend) against increasing the crit range on a weapon. Why? Crits are dangerous. It makes the straight porting of weapons from D&D into Urban Arcana a little weird. Now there are weapons with x3 crits and much larger crit ranges. All of which work very well to overwhelm the MDT.</p><p></p><p>Likewize, I'd guess a similar thing happens in the starwars situation. </p><p>First we have the VP/WP system. Plenty of hits, but not so many of the ones that really matter. </p><p></p><p>Then we have a special case weapon that ignores the primary form of WP defense </p><p>(lightsablers go through armor). This is a relatively minor thing, unless you have lightsaber action in the game. What? Lightsabers are the signature weapon of the series? So maybe having them ignore armor is a bad idea. </p><p></p><p>Then we add the ability to increase crit ranges from several sources, which we know from D20 Modern's example is a dangerous thing to do, and all of our gut impluses are saying is a bad idea. And how did all these 19-20 crit range weapons get in here? </p><p></p><p>Then we add in the ability to make the aforementioned weapons do more damage. And we do that again, and again, as the jedi levels. You know, after throwing around 4D8 points of damage into that lightsaber, does having 4 points of DR even count as weakening the attack anymore? Maybe we could just say that the lightsaber cuts through the armor to deliver the remaining 3D8 points of damage. </p><p></p><p>So, am I at all surprized that this combination of factors causes jedi wielding lightsabers who improve their critical range to become wielders of unholy death? No, not really. Some decisions were made that seem to disagree with the VP/WP choice.</p><p></p><p>It seems like this stems from successfully hitting a few target situations well, and then extentions to the system pushing a bit much in either direction. </p><p></p><p>So, now that I've concluded my armchair designer look over, I just want to ask one question: Has anyone played in a game where characters commonly wore armor?</p><p></p><p>Now, what we need are some crit mitigation measures.</p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 2567142, member: 9723"] You know, I never was fond of the Vorpral enchantment. It did tend to end things too quickly on a crit and was fairly useless the rest of the time. The VP/WP system isn't something I've used much of in play, but I do like it theoretically. The real problems come in when some of the other factors stack. For example, in D20 Modern, they reccomend (highly reccomend) against increasing the crit range on a weapon. Why? Crits are dangerous. It makes the straight porting of weapons from D&D into Urban Arcana a little weird. Now there are weapons with x3 crits and much larger crit ranges. All of which work very well to overwhelm the MDT. Likewize, I'd guess a similar thing happens in the starwars situation. First we have the VP/WP system. Plenty of hits, but not so many of the ones that really matter. Then we have a special case weapon that ignores the primary form of WP defense (lightsablers go through armor). This is a relatively minor thing, unless you have lightsaber action in the game. What? Lightsabers are the signature weapon of the series? So maybe having them ignore armor is a bad idea. Then we add the ability to increase crit ranges from several sources, which we know from D20 Modern's example is a dangerous thing to do, and all of our gut impluses are saying is a bad idea. And how did all these 19-20 crit range weapons get in here? Then we add in the ability to make the aforementioned weapons do more damage. And we do that again, and again, as the jedi levels. You know, after throwing around 4D8 points of damage into that lightsaber, does having 4 points of DR even count as weakening the attack anymore? Maybe we could just say that the lightsaber cuts through the armor to deliver the remaining 3D8 points of damage. So, am I at all surprized that this combination of factors causes jedi wielding lightsabers who improve their critical range to become wielders of unholy death? No, not really. Some decisions were made that seem to disagree with the VP/WP choice. It seems like this stems from successfully hitting a few target situations well, and then extentions to the system pushing a bit much in either direction. So, now that I've concluded my armchair designer look over, I just want to ask one question: Has anyone played in a game where characters commonly wore armor? Now, what we need are some crit mitigation measures. [/QUOTE]
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