Lets debate the pros and cons of Wound/Vitality-points vs. Massive-Dmg-Threshold

Nifft said:
IMHO, the best balance between a "realistic" and "heroic" system is a hybrid SWd20 and D&D.

- VP/WP
- Crits go straight to WP
- Armor as DR (only vs. WP damage)
- High crit multipliers bypass DR (x3 -> 5, x4 -> 10)
- Class-based Defense bonus, which is limited by armor.
- Many mooks don't have any VP at all, just WP.

This models several situations:

1) High crit ranges are great against the unarmored.
2) Armor is great for mooks, less great for heros.
3) High crit multipliers are great against armor (punching daggers, axes, picks).
4) You can wear down a hero, and you can cleave through mooks.
5) Crits are still exciting.

-- N
This is almost exactly how we use WP/VP, and our group loves it.

The differences: Armor gives both a modest Defense and DR bonus (DR only applies to WP damage). This allows players to utilize armor to some extent, but not be dependent on it. Also we house ruled things like falling damage. For instance, falls greater than 60' mathematically only have a 1% survival rate based on compiled statistics. Our rule is that any unimpeded fall > 60', the damage *beyond* 60' goes directly to WP (the first 60' applying to vitality). Of course, our game, while cinematic at times, does follow a physics model that is fairly realistic therefore a bit grittier than most folks.

I agree with the situational modeling above and wont restate that, but there are a couple more points that I'd like to state in addition.

1) If you use the rule that 'normals' or non-hero classes do not get VP, you can make Mooks that are very proficient (i.e. well trained) but not experienced enough to stand long against a tough crowd (no VP). So a team of bad guys can have enough feats to use automatic weapons effectively, fly/drive really well, etc but go down like a stormtrooper. This has an interesting effect of giving the players good and well-playable low-level mooks that can still scare them, while giving them the opportunity to mow through a crowd if they aren't stupid enough to not take cover. For variety, you can mix a few heroic levels on top of a few non-heroic levels to get better-than-average mooks that still don't have that many VP.

2) Issues with non-lethal/subdual damage go away. There isnt any. If you are hitting for non-lethal damage, you do VP. If you take someone into WP doing non-lethal, they have to make the save to remain conscious *as if* they took WP damage, but don't actually take any. A very well-placed knockout punch on a 1st level non-heroic mook is most likely gonna put his lights out long enough to tie him up, whereas it's a good bit more difficult to do the same to experienced monsters/mooks. Remember with WP damage you have to make a save of DC 5 + *damage taken that round* or fall unconscious for 1d4 rounds, and you are fatigued whether you make the save or not.

3) VP allows the GM to structure more encounters within a closer time-frame, because when the group can restore VP at 1 per level per hour, so an encounter early in the day that doesnt go extremely well still allows the group to be fairly competitive later in the same day without having to depend on massive amounts of magical healing (which in our games, there isnt that much of). It has allowed us to structure our encounters a lot more loosely as it isnt guaranteed that the party will be hurting badly for days after one encounter that goes bad, while there still being the possibility that someone takes WP damage and is fatigued/injured for quite a while and has to be accounted for. Plus, our spell usage is paid for with VP, WP, and ability damage (or a combination of the three) so you can make yourself tired with a spell, or scramble your brains, or even give yourself an aneurism. That is always interesting.

We've never had any trouble doing a conversion between HP and WP following the guidelines we set out, and any time a situation that we forgot comes up it's usually pretty easy and fast to do it on the spot.

So all in all, we like the VP/WP much more that just hit points and a static MDT because, to us, it leads to a much more fluid and easily defined game, even if you have to keep up with one extra statistic (which has never been a problem either). We can keep the action fairly cinematic (a hero gets beaten badly in a big fist-fight, but after a swig of whiskey and a steak on the eye he's ready to go in a few hours) while still maintaining some semblance of physics (a 10-storey unimpeded fall can, and most likely will, kill you outright). And crits are always there to remind you that even 20th level heros can suffer the David and Goliath syndrome :).

I'd like to try a hit point-less system like that used in MnM or Dana Jorgenson's Gun Opera, but havent convinced the group to try it yet.

Drawbacks:

A little more info to keep up with, but I've never noticed it being a negative.

Crits with high-damage weapons (giant-size with a big club, or burst fire from a high-caliber weapon) are a problem, and if you don't have ways to get more DR (through armor, spells, talents, etc) then a crit from an Ogre's greatclub or a burst from an M2 .50 cal is most likely going to kill you. Period. If this may become a problem in your game, you may have to add some more house rules or adjust things, which may be an issue.

Just my 2 cents.

NOTE: We have done playtesting for some d20 Publishers before, and ran combats with WP/VP, then again with MDT and they often can and do come out different, even with the same rolls for most of it.
 
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Aaron2 said:
I agree on both account. One thing that bugs me about d20M is that firearms have such a low crit multiple. 20/x2 used to be reserved for lame weapons like clubs and rocks. With a higher critical for firearms, you get much of the benefit of WPs with less risk of a campaign crushing character death 5 minutes into the session.


Aaron
Easy fix for this would be to automatically bump all gun crits up 1 step. So if it's 20/x2 make it 19-20/x2.

Hagen
 

SSquirrel said:
Easy fix for this would be to automatically bump all gun crits up 1 step. So if it's 20/x2 make it 19-20/x2.

I use the chart from the CoC game (which is also used in VforV). Most guns do x3 criticals while large calibre weapons (US .50, Russian 12.7mm and Brit Besas) do 2d12/x4. All weapon more powerful than that do /x4 crits.


Aaron
 

Rodrigo Istalindir said:
I was using the d20 Modern SRD, and it lists 'lightning shot' for the Gunslinger at 5th, which allows an extra attack. I don't see anything in there about double damage -- only the +3d6 the gunslinger get's at 10th level when he burns an action point.

In any event, MDT is per-hit, not per-round, so things that add dice are deadlier than things that add attacks unless the AC and MDT of the target are fairly low.

I don't play Modern, but the Gunslinger looks like it's a little too much.

The Lightning Shot ability lets you make two attacks per one normal attack you could make at -2 to hit, so it's doubling the damage.

If you had an attack bonus of +11/+6 it would become +9/+9/+6 or +9/+9/+4/+4.
 

Gun Criticals

Actually I use the critical ranges from the Polyhedron articles Pulp Heroes and Shadowchasers and from Spycraft, and I use the damage multipliers from Call of Cthulhu (and the damage from Modern d20). An arquebus starts at 19-20/x3 and it goes up to 17-20/x4 for an antimaterial rifle. I use Spycraft ranges for guns instead of Modern d20 so they are comparable to D&D missile ranges (Come on, a Barett Light .50 having about the same range as a composite longbow, come on). I use the automatic/burst fire rules from Star Wars/Call of Cthulhu, but I still allow the double tap and burst fire feats from Modern d20 to stack with them.

I don't play with popguns.

I like WP/VP, but my only real problem is that it requires almost a total rewrite of D&D as written. It makes rays incredibly powerful, as well as sneak attacks. But I do like the fatigue penalty so that characters realize "I'm hurt" and that models fantasy stories a bit better than standard hit points.
 
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HeapThaumaturgist said:
Damage Save can also be very touch-and-go. Last night's game, for instance. In a gunfight one Skerrl (with a +9 damage save) went down in the first shot fired on a flubbed damage save (rolled a 2). A zombie (not using mook rules, for added effect) in the first battle was still standing with 15 rounds in him (many saves to no effect, and 6 hits in him before he missed a save).

It seems like people had no trouble actually hitting each other. Is this just a function of the M&M rules or just luck?

I was thinking of using this system in my WW2 game (since my vehicle rules use a similar system for the penetration of armor). Anyway, I was wondering what you thought about making it a bit more lethal by bumping up the damage one level; forex a "Hit" would be the best possible result with "Death" replacing "Disabled", etc.

I'll ponder it for a while.

Aaron (liking this thread)
 

Aaron2 said:
It seems like people had no trouble actually hitting each other. Is this just a function of the M&M rules or just luck?

You roll:
d20 + BAB + STR/DEX bonus +misc. bonuses
vs.
DC=10 + Base Defense Bonus + DEX Bonus + misc. bonuses.

So equal opponents have a 55% chance of hitting each other. Armor only adds to the DMG Save, so every attack is basically like a touch attack.
 

HeapThaumaturgist said:
I like DMG saves, having just ran a very nice Nocturnals session where my players all decided they loved the system.

That said, it's alot of work converting and it doesn't map to the system as-is. You can't really take a short sword and say: "It does X damage, so it should have a +X DMG Save DC adjustment."

I wonder if it would be possible to have a simple damage conversion (max damage/2) and reset the base for calculating the DC... I'll have to have a look at MnM and see how they worked it out in detail (since it is different to UA).

It seems that it would probably be necessary to increase the damage save a little to match the increased damage capability at the high end. Just noodling around, I wonder what it would be like to give each class a base damage save equal to half the maximum on their HD, so wizards get base +2 up to barbarians getting base +6, with additional bonus equal to armour and shield bonus. How would DR be handled in the damage save world I wonder?

So much to think about!

I'm toying with the possibility of using the damage save system for my next (Eberron) campaign, and it would be ideal to have a good rule-of-thumb for easy conversion of stuff!

Cheers
 

Plane Sailing said:
I wonder if it would be possible to have a simple damage conversion (max damage/2) and reset the base for calculating the DC...

Calculating average damage (and then dividing by 5) would seem to be the way to go.

[/quote]I wonder what it would be like to give each class a base damage save equal to half the maximum on their HD, so wizards get base +2 up to barbarians getting base +6, with additional bonus equal to armour and shield bonus. How would DR be handled in the damage save world I wonder?[/quote]

Yesterday, I calculated what each HD would give using the 5hp=+1 Save sheme. It when kinda like this: (I tried to simplify the formula, the true formula is in parenthasis)

d12: +5 every 4 levels (actually +13 every 10)
d10: +1 every level (+11 every 10)
d8: +9 every 10 levels
d6: +3 every 4 levels (+7 every 10)
d4: +1 every 2 levels

Con affected hit point in an uneven way. At first level it is negligable but adds up to +4 at 20th.

I'd handle DR as +1 every 5 points.
 

DR seems to be handled already in "Protection" which reduces incoming Damage Bonuses (and thus DCs) and if the Damage Bonus is reduced to less than 0 no save is rolled at all, as the attack was stopped outright.

People didn't have any trouble hitting eachother last night. The Zombies were Defense 10 and the Skerrl Defense 14 ... quite easy to hit, actually, for all parties.

I broke up Base Defense and Base Attack Bonus for the PCs on a simple 1/3, 2/3, 3/3 progression ... Non-Combat Oriented PCs got the 1/3 BAB, or +2. This was used for Moonpie, the little girl. Most of the PCs got 2/3, or +4 BAB. The gunbunny, Guido, got a full +6.

I did Base Defense by thinking: Is this person fast or well-trained?

Rough, but it was effective. The highest Defense (at PL 6) was an 18, I think one had 14, and one had a 12, but big DMG Save Bonus to make up for getting tagged alot.

I wouldn't want to get into a protracted gun fight at PL 6. There's still alot of chance in every roll for a Stunned rating. With such low Defense scores, Cover really really becomes a good friend.

--fje
 

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