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Its Official: I HATE Vitality/Wound. You?
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<blockquote data-quote="I'm A Banana" data-source="post: 2576613" data-attributes="member: 2067"><p>Mostly this thread is full of good stuff, but I do have to take exception to the idea that increased lethality makes for better role-playing.</p><p></p><p>Star Wars *is* about Jedi duels and big ship battles and morality and politics. It's about all those things. The game system should (IMHO) be able to handle a Jedi without making him death with a glowstick. Maybe it can. In the original poster's experience, obviously it doesn't.</p><p></p><p>Making combat more deadly does very little, by itself. Much of the time, it results in higher body count and thus more disturbed plot lines and story discontinuity. It results in characters favoring certain feats or skills or character builds over others. None of that encourages playing a role, and the first result actually discourages it (because investment in a role has a very good chance of not being rewarded if the character dies because of an unlucky die roll). </p><p></p><p>Enjoying more lethal combat is all well and good, but to hold it up as some higher order of RPG play compared to HP isn't accurate.</p><p></p><p>That said...<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><p></p><p>There's a lot of good advice in this thread about how to make VP/WP less lethal on crits. My favorite so far: crit damage just goes to WP, not VP. It can help mediate the problem of super-lethality and it helps you to enjoy the system without a major overhaul.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2576613, member: 2067"] Mostly this thread is full of good stuff, but I do have to take exception to the idea that increased lethality makes for better role-playing. Star Wars *is* about Jedi duels and big ship battles and morality and politics. It's about all those things. The game system should (IMHO) be able to handle a Jedi without making him death with a glowstick. Maybe it can. In the original poster's experience, obviously it doesn't. Making combat more deadly does very little, by itself. Much of the time, it results in higher body count and thus more disturbed plot lines and story discontinuity. It results in characters favoring certain feats or skills or character builds over others. None of that encourages playing a role, and the first result actually discourages it (because investment in a role has a very good chance of not being rewarded if the character dies because of an unlucky die roll). Enjoying more lethal combat is all well and good, but to hold it up as some higher order of RPG play compared to HP isn't accurate. That said...:) There's a lot of good advice in this thread about how to make VP/WP less lethal on crits. My favorite so far: crit damage just goes to WP, not VP. It can help mediate the problem of super-lethality and it helps you to enjoy the system without a major overhaul. [/QUOTE]
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Its Official: I HATE Vitality/Wound. You?
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