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<blockquote data-quote="Reynard" data-source="post: 3042598" data-attributes="member: 467"><p>I actually despise VP/WP for the same reason, but here's the difference: in a VP/WP system, every enemy is capable of killing you outright. It is motivation to *not* get into fights or go adventuring. On the other hand, the occassional presence of a save-or-die(or petrify or paralyze or level drain or whatever) adds spice to the game. When the intrepid heroes are combing the ancient ruins for forgotten gold and they come across a giant spider lurking in the shadows above, they *should* be scared. They should fight for their lives and enjoy their win and survival. They should engage in smart play and solid tactics and be afraid. As I said before, not every encounter should be this way -- that's boring and unfun. But pretty much every piece of fiction consider to be a part of the body of work that led to and influenced D&D has shown mighty thewed hereos running for their lives like little girls. Why don't players accept that possibility these days?</p><p></p><p></p><p></p><p></p><p>Sadly I live in Connecticut (which is an ancient Indian word for "There are seven gamers in thisa state.")</p></blockquote><p></p>
[QUOTE="Reynard, post: 3042598, member: 467"] I actually despise VP/WP for the same reason, but here's the difference: in a VP/WP system, every enemy is capable of killing you outright. It is motivation to *not* get into fights or go adventuring. On the other hand, the occassional presence of a save-or-die(or petrify or paralyze or level drain or whatever) adds spice to the game. When the intrepid heroes are combing the ancient ruins for forgotten gold and they come across a giant spider lurking in the shadows above, they *should* be scared. They should fight for their lives and enjoy their win and survival. They should engage in smart play and solid tactics and be afraid. As I said before, not every encounter should be this way -- that's boring and unfun. But pretty much every piece of fiction consider to be a part of the body of work that led to and influenced D&D has shown mighty thewed hereos running for their lives like little girls. Why don't players accept that possibility these days? Sadly I live in Connecticut (which is an ancient Indian word for "There are seven gamers in thisa state.") [/QUOTE]
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