Sado
First Post
Ok, I've been lookng over the damage variants from UA, and while they all have good points, two ideas seem most to my liking:
1. Injury damage variant
2. Vitality/Wound Points + Armor as Damage Reduction
The first option is pretty straightforward. I like the simplicity of not having to keep up with HP and avoiding the ever-growing discrepency between classes as they level up. It basically boils down to a wound system with everyone on nearly equal footing, and skill/ability playing a bigger part.
The second option (which is my favorite of the two) may or may not have problems. I like the distinction between tiring out and becoming exhausted (vitality), and actually being injured (wound). As far as DR goes, it moves combat from the normal "abstract" system (where AC is everything that makes it more difficult to damage/injure someone) to two different types of defenses (those that make you harder to hit and those that make you harder to injure if you are hit).
Can anyone think of or point out any issues that may arise from combining V/W Points and Armor as DR?
1. Injury damage variant
2. Vitality/Wound Points + Armor as Damage Reduction
The first option is pretty straightforward. I like the simplicity of not having to keep up with HP and avoiding the ever-growing discrepency between classes as they level up. It basically boils down to a wound system with everyone on nearly equal footing, and skill/ability playing a bigger part.
The second option (which is my favorite of the two) may or may not have problems. I like the distinction between tiring out and becoming exhausted (vitality), and actually being injured (wound). As far as DR goes, it moves combat from the normal "abstract" system (where AC is everything that makes it more difficult to damage/injure someone) to two different types of defenses (those that make you harder to hit and those that make you harder to injure if you are hit).
Can anyone think of or point out any issues that may arise from combining V/W Points and Armor as DR?