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General Tabletop Discussion
*TTRPGs General
Lets debate the pros and cons of Wound/Vitality-points vs. Massive-Dmg-Threshold
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<blockquote data-quote="swrushing" data-source="post: 1831772" data-attributes="member: 14140"><p>MNM is similar to that, though MnM uses a separate damage save category rather than fort save. its close enough tho for my money i prefer having damage save as a different thing than fort saves.</p><p></p><p>TRhe upcoming Blue Rose rpg will use a damage save as well.</p><p></p><p>I have a little experience with MDT play, a bit more with a couple Wp/Vp and a lot more with damage saves. I basically expanded the MnM one (which is basically streamlined for four colors super) to use in my stargate game and it has worked wonderfully.</p><p></p><p>MDT: This is very fluid, as you can easily alter the MDT to give the feel of risk you want. MDT = Con is ok for some, MDT = 25 for others, and MDT = CON+LEvel works great for others. My main gripe is the "low percentage of hits that matter." Also, one thing I find helps give modern the feel is to have some extreme rule for surprise.</p><p></p><p>VP/WP: The ones i have tried left me cold. Stargate mainly but a few games of others. Even more of the "few hits matters" and the increased total hp makes the normal hp thing even worse. i did not find this giving me the "gunplay feel" at all. </p><p></p><p>DS: One of the things i like about these is the built-in shock effects. Any hit, not just the few "kill shots" can have an impact such as stunning you. For my own stargate game i expanded the effects a little more so that "most hits" have some impact as well as having the kill shot chance. Frankly, if being shot means its likely you don't get your next action, people take getting shot seriously. </p><p></p><p>So, if you are looking for good gunplay feel and flavor, i find the damage saves to be the better choice for me, heads and shoulders above the wp/vp and MDS. </p><p></p><p>If limited to wp/vp and MDS... i would choose a variant of mds.</p></blockquote><p></p>
[QUOTE="swrushing, post: 1831772, member: 14140"] MNM is similar to that, though MnM uses a separate damage save category rather than fort save. its close enough tho for my money i prefer having damage save as a different thing than fort saves. TRhe upcoming Blue Rose rpg will use a damage save as well. I have a little experience with MDT play, a bit more with a couple Wp/Vp and a lot more with damage saves. I basically expanded the MnM one (which is basically streamlined for four colors super) to use in my stargate game and it has worked wonderfully. MDT: This is very fluid, as you can easily alter the MDT to give the feel of risk you want. MDT = Con is ok for some, MDT = 25 for others, and MDT = CON+LEvel works great for others. My main gripe is the "low percentage of hits that matter." Also, one thing I find helps give modern the feel is to have some extreme rule for surprise. VP/WP: The ones i have tried left me cold. Stargate mainly but a few games of others. Even more of the "few hits matters" and the increased total hp makes the normal hp thing even worse. i did not find this giving me the "gunplay feel" at all. DS: One of the things i like about these is the built-in shock effects. Any hit, not just the few "kill shots" can have an impact such as stunning you. For my own stargate game i expanded the effects a little more so that "most hits" have some impact as well as having the kill shot chance. Frankly, if being shot means its likely you don't get your next action, people take getting shot seriously. So, if you are looking for good gunplay feel and flavor, i find the damage saves to be the better choice for me, heads and shoulders above the wp/vp and MDS. If limited to wp/vp and MDS... i would choose a variant of mds. [/QUOTE]
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Lets debate the pros and cons of Wound/Vitality-points vs. Massive-Dmg-Threshold
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