[OOC] The Mythar Resistance [Calling All Players]


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I hope the darkness that has descended over the story hasn't been to annoying.

Glad to see everyone is basically still around, still waiting on Rolling Man.

Everyone can assumed to have been healed by Layonarai, she's got enough spells to burn.
 

Ferrix said:
. . . WP/VP system . . .

It also changes the style of game, I had played in one game which was basically a no-magic setting using the WP/VP system and it works well for low/no-magic fantasy in that you don't take wound damage as often. It makes the game slightly more cinematic however, so if you want a grim'n'gritty style, I'd suggest using something like the d20 Modern massive damage threshold or perhaps the injury system from UA.

Any specific questions?

I was curious about the system as detailed in your rules, particularly in a higher than (low/no) magic realm. My players tend to lean toward casters of one kind or another (usually a 50% mix in 6-8players), so I was curious how it stood up to fireballs, flamestrikes and the like.

Keia
 

Ferrix said:
I hope the darkness that has descended over the story hasn't been to annoying.

It is all part of it, if you ask me. We had a tough decision to make, and made it. Now we have to live with ourselves. This is what makes a great party and a great game IMHO... :)
 

In a normal magic or high magic setting, I guess it really makes it just more cinematic. A character can shrug off the damage a fireball deals at level 5 (say 20 dmg) within a few hours cause Vitality damage is healed like subdual damage. It gives the characters a quicker recovery time from battles which don't end up with Wound damage, although Wound damage becomes something to be feared and prevented.

It also makes those critical hits still have that critical feeling to them, they can change the tide of battle quickly. A good critical hit can kill a character or enemy, although damage is multiplied, you can easily end up with say 2d6+6 or higher damage on a critical hit. And most people don't have a Consitution score too much higher than 12, on max damage they'd need a Con of 18 to survive.

Also toughness becomes useful again, granting 3 wound points rather than vitality points.
 




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