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<blockquote data-quote="Remathilis" data-source="post: 4432475" data-attributes="member: 7635"><p>Not quite the same but...</p><p></p><p>Star Wars Saga replaced V/WP with Threshold. PCs have HP as normal (which govern how much total damage until they die) but also had a tracker for seeing how "combat worthy" you were. Threshold (which was typically your Fort Defense + odd bonuses) was the amount of damage you could withstand in one hit. Each hit over threshold penalized your attack and defenses. (0, -1, -2, -5, -10, Out of Fight). You could recover one step on the track as a full-round action (technically, three swifts and they need not be in the same round) but every attack that beat threshold made it harder to keep in the fight.</p><p></p><p>It creates a bit of a death-spiral; each wound made it harder to resist or counter attack. This meant it was not preferable to slug it out in melee against swarms of foes; the condition track quickly brought you to the point you were unconscious (if you had hp) or dying (if your hp ran out as well). You could recover your threshold quickly out of combat (unless you were out cold) but hp gauged your overall ability to continue (and how much overall punishment you could take before you died). </p><p></p><p>It had some quirks, but generally had the same feel as V/WP without the "auto-kill" feature V/WP had.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4432475, member: 7635"] Not quite the same but... Star Wars Saga replaced V/WP with Threshold. PCs have HP as normal (which govern how much total damage until they die) but also had a tracker for seeing how "combat worthy" you were. Threshold (which was typically your Fort Defense + odd bonuses) was the amount of damage you could withstand in one hit. Each hit over threshold penalized your attack and defenses. (0, -1, -2, -5, -10, Out of Fight). You could recover one step on the track as a full-round action (technically, three swifts and they need not be in the same round) but every attack that beat threshold made it harder to keep in the fight. It creates a bit of a death-spiral; each wound made it harder to resist or counter attack. This meant it was not preferable to slug it out in melee against swarms of foes; the condition track quickly brought you to the point you were unconscious (if you had hp) or dying (if your hp ran out as well). You could recover your threshold quickly out of combat (unless you were out cold) but hp gauged your overall ability to continue (and how much overall punishment you could take before you died). It had some quirks, but generally had the same feel as V/WP without the "auto-kill" feature V/WP had. [/QUOTE]
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