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<blockquote data-quote="swrushing" data-source="post: 1187365" data-attributes="member: 14140"><p>This is precisely why I dislike the W/V or even the normal hit points for gunplay games.</p><p></p><p>I really do not have a problem with ny dwarven fighter deciding it makes snese to just run up to the dragon and take the breath weapon so I can get my licks in afterwards. The style of game is so fantastic that i don't expect him to need to worry about getting Koed as he steps out.</p><p></p><p>For my stargate guy standing in cover who sees the jaffa standy *ready* in the hallway I DO NOT want him to step out and decide "i will take the staff shot then get my shots off." I want him, the player and the character, to both think "I gotta take him down but if he shoots me and hits i will most likely drop and not get my shot off at all."</p><p></p><p>That thinking will likely lead the character/player to both start thinking things like "maybe rolling out suddenly on the floor (player think "fight on defensive gives him a -2... i take a -4 but...") and trying to figure out ways to distract him (to get him to drop his "ready") and so forth.</p><p></p><p>Now, lets be clear here, regardless of whether you prefer the wall-o-safety that means you, the player DO KNOW whether or not that upcoming staff blast is a real threat (your verge of death) or just a "bookkeeping attack" (forces player to mark off hit points), you shoudl be able to see that the wounds vitality system gives you BOTH. At lower levels, you are in the "dont know if i am on VoD or not" while at higher levels you do. A 3rd level Stargate guy would be forced to view that next or any staff shot as a VoD issue, but by 6th, he can assume safety.</p><p></p><p>What MSD systems do is to keep that "risk of not getting to do my stuff after he shoots me" beyond the first few levels. This puts the player/character back in the boat where making the "roll out and fight defensive" or "find a way to distract him" as very good and very IMPORTANT decisions even after they have a few missions under their belt. The solutions to the ready jaffa in the hall that seems good and reasonable at third lebel seem reasonable and good at 6th and even 10th.</p><p></p><p>Now, in truth, i prefer the damage save (drop hit points and add in a lot of gradiations to the MSD save) better than either HP+MDS or HP+CON (what W/V boils down to.)</p></blockquote><p></p>
[QUOTE="swrushing, post: 1187365, member: 14140"] This is precisely why I dislike the W/V or even the normal hit points for gunplay games. I really do not have a problem with ny dwarven fighter deciding it makes snese to just run up to the dragon and take the breath weapon so I can get my licks in afterwards. The style of game is so fantastic that i don't expect him to need to worry about getting Koed as he steps out. For my stargate guy standing in cover who sees the jaffa standy *ready* in the hallway I DO NOT want him to step out and decide "i will take the staff shot then get my shots off." I want him, the player and the character, to both think "I gotta take him down but if he shoots me and hits i will most likely drop and not get my shot off at all." That thinking will likely lead the character/player to both start thinking things like "maybe rolling out suddenly on the floor (player think "fight on defensive gives him a -2... i take a -4 but...") and trying to figure out ways to distract him (to get him to drop his "ready") and so forth. Now, lets be clear here, regardless of whether you prefer the wall-o-safety that means you, the player DO KNOW whether or not that upcoming staff blast is a real threat (your verge of death) or just a "bookkeeping attack" (forces player to mark off hit points), you shoudl be able to see that the wounds vitality system gives you BOTH. At lower levels, you are in the "dont know if i am on VoD or not" while at higher levels you do. A 3rd level Stargate guy would be forced to view that next or any staff shot as a VoD issue, but by 6th, he can assume safety. What MSD systems do is to keep that "risk of not getting to do my stuff after he shoots me" beyond the first few levels. This puts the player/character back in the boat where making the "roll out and fight defensive" or "find a way to distract him" as very good and very IMPORTANT decisions even after they have a few missions under their belt. The solutions to the ready jaffa in the hall that seems good and reasonable at third lebel seem reasonable and good at 6th and even 10th. Now, in truth, i prefer the damage save (drop hit points and add in a lot of gradiations to the MSD save) better than either HP+MDS or HP+CON (what W/V boils down to.) [/QUOTE]
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