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<blockquote data-quote="Skywalker" data-source="post: 2941966" data-attributes="member: 1538"><p>I agree. </p><p></p><p>I think the real issue lies in how VP are defined i.e. along the lines of Hit Points. I think VP are a great resource that cover much more than this limited definition. Essentially, they act as a form of drama points by managing the "screen time" of the PCs i.e. Jedi get to use only so much cool funky power usage, warrior types get only so much arse kicking in combat etc. Vp are in many ways what seperates Luke the farm boy from the better trained Stormtrooper mooks and allow him to escape the Death Star. </p><p></p><p>So I hope they keep VP and personally I would like to see VP also be able to be spent on other stuff, such as granting bonuses on Skill use etc much like Action Points in d20 Modern. That would allow VP also to manage the screen time of skill users and bring the three main archetypes in line.</p><p></p><p>In a recent SW d20 game we used the following house rule for great effect:</p><p></p><p><em>The GM decides for each PC whether he or she gets 1d6, 1d8 or 1d10 Vitality Points per level depending on the style of play he wants. The more Vitality Points the greater the heroism. A GM may also award lower level PCs with greater Vitality Points to allow those PCs greater flexibility to counter the lower power level.</em></p><p><em>A PC may spend 5 Vitality Points to do any of the following:</em></p><p><em>1. Reroll any one d20 roll the PC makes and take the better of the two results. If both results are below 10, treat the roll as a 10. The player must spend the Vitality Points and reroll before the GM announces the result of the roll. </em></p><p><em>2. Gain an additional action for one round.</em></p><p><em>3. Ignore the effects of physical conditions such as fatigued, stunned or unconscious for one round.</em></p><p><em>A PC may spend 10 Vitality Points to do any of the following:</em></p><p><em>1. Gain the benefits of a feat the PC doesn’t already have for one scene. The PC must be capable of acquiring the feat normally, meaning the PC must meet all the prerequisites. </em></p><p><em>2. Add a plot twist into the story as approved by the GM.</em></p><p><em>3. Automatically stabilize the PC or someone the PC is attempting to heal; although, this doesn’t protect the PC from further damage.</em></p></blockquote><p></p>
[QUOTE="Skywalker, post: 2941966, member: 1538"] I agree. I think the real issue lies in how VP are defined i.e. along the lines of Hit Points. I think VP are a great resource that cover much more than this limited definition. Essentially, they act as a form of drama points by managing the "screen time" of the PCs i.e. Jedi get to use only so much cool funky power usage, warrior types get only so much arse kicking in combat etc. Vp are in many ways what seperates Luke the farm boy from the better trained Stormtrooper mooks and allow him to escape the Death Star. So I hope they keep VP and personally I would like to see VP also be able to be spent on other stuff, such as granting bonuses on Skill use etc much like Action Points in d20 Modern. That would allow VP also to manage the screen time of skill users and bring the three main archetypes in line. In a recent SW d20 game we used the following house rule for great effect: [I]The GM decides for each PC whether he or she gets 1d6, 1d8 or 1d10 Vitality Points per level depending on the style of play he wants. The more Vitality Points the greater the heroism. A GM may also award lower level PCs with greater Vitality Points to allow those PCs greater flexibility to counter the lower power level. A PC may spend 5 Vitality Points to do any of the following: 1. Reroll any one d20 roll the PC makes and take the better of the two results. If both results are below 10, treat the roll as a 10. The player must spend the Vitality Points and reroll before the GM announces the result of the roll. 2. Gain an additional action for one round. 3. Ignore the effects of physical conditions such as fatigued, stunned or unconscious for one round. A PC may spend 10 Vitality Points to do any of the following: 1. Gain the benefits of a feat the PC doesn’t already have for one scene. The PC must be capable of acquiring the feat normally, meaning the PC must meet all the prerequisites. 2. Add a plot twist into the story as approved by the GM. 3. Automatically stabilize the PC or someone the PC is attempting to heal; although, this doesn’t protect the PC from further damage.[/I] [/QUOTE]
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