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Variant Wound/Vitality System
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<blockquote data-quote="SpiralBound" data-source="post: 2211631" data-attributes="member: 8396"><p>This is a very interesting system, one that (from a first read-through only) doesn't appear to be obviously broken or structurally "wrong" in any way. It does raise a few questions/comments though:</p><p></p><p>1) What sort of setting/campaign will this be run in? Judging from the lack of any mention of magical healing I would think a non-magical and possibly even a non-fantasy setting, yet you mention "magician" as one of your example classes...</p><p></p><p>2) This appears to be a rather "naturalistic" system in that many of the system's structures rely upon or imply the existance of there being a very close connection between the WP/VP and the natural abilities of the body to respond to damage under varying conditions. This is prevalent almost to the point of being a dominant theme even, does this theme extend to other modifications to your system & setting?</p><p></p><p>3) It looks as though disability and death is fairly easy to come by, or to put it another way, this system doesn't seem to support epic superhero/swashbuckling types of characters. Is this intentional? If so, do make sure that your players are on the same page as you are in the intent and style of the campaign. It's hard enough to introduce a new system to a game without also surprising the players with the play style as well! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>4) This system's regular functioning relies upon a sizeable number of "if this condition is met, then this penality occurs" structures with sometimes even impromptu conditional calculations being required as well. I suspect that this may be expecting rather a lot from your players to stay on top of the bookkeeping. Not that the amount of calculations all by themselves are prohibitive, but your players will be at a disadvantage to being able to remember and use all of this.</p><p style="margin-left: 20px">i) They're going to be unfamilar with the system.</p> <p style="margin-left: 20px">ii) They're going to be SERIOUSLY distracted (after all, they'll only be using this system in the heat of battle, when their character is receiving damage), and stressed out a little ("imminent character death! warning! warning!").</p> <p style="margin-left: 20px">iii) Lastly, they're going to want to be playing the game of "portraying a character in an adventure", not playing the game of "resource management for their character stats". Your system is complex enough that it could distract from or possibly even dominate the gameplay itself whenever combat occurs. As we all know, combat rules themselves have a strong tendency to turn roleplaying into a game of number crunching as it is, and your new system adds a fair amount more number crunching to this.</p> <p style="margin-left: 20px"></p><p></p><p>Despite all of my comments which, I admit, range from the neutral to the negative, I do like the "feel" of this system. I get a sense of it conveying a certain mood or awareness of your body having innate strengths and weaknesses in terms of how it responds to and deals with damage and ability loss. The only thing that detracts from it is the work involved in using it... I'd suggest that you make a spreadsheet that would automatically calculate and apply the penalities, but I seriously doubt that all your players will come to the table with laptops at the ready!! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I'm really not sure what the solution is.</p><p></p><p>It's too bad that a printable, yet still functioning, spreadsheet doesn't exist. Imagine how complex and "realistic" we could make a roleplaying system then! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Personally, I think it would be great to be freed from ALL calculations whatsoever! For ANY situation where a number is involved, just type it onto your printed spreadsheet/charactersheet and it tells you if you've succeeded or failed, what penalities/bonuses exist, what conditional/situational abilities you are using or have access to, etc. Not because I dislike or because any of the rules of roleplaying are beyond me, but that it would be refreshing to ONLY concern myself with the roleplaying aspects of the game and never NEED to think about the underlying formulas inherent the the rules system I'm using. However, since such technology isn't commonly available (yet, although I do recall reading that it does exist in the infant stages right now), I'm at a bit of a loss as to how your new system can be implemented without creating a lot of additional bookkeeping for your players... sorry. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="SpiralBound, post: 2211631, member: 8396"] This is a very interesting system, one that (from a first read-through only) doesn't appear to be obviously broken or structurally "wrong" in any way. It does raise a few questions/comments though: 1) What sort of setting/campaign will this be run in? Judging from the lack of any mention of magical healing I would think a non-magical and possibly even a non-fantasy setting, yet you mention "magician" as one of your example classes... 2) This appears to be a rather "naturalistic" system in that many of the system's structures rely upon or imply the existance of there being a very close connection between the WP/VP and the natural abilities of the body to respond to damage under varying conditions. This is prevalent almost to the point of being a dominant theme even, does this theme extend to other modifications to your system & setting? 3) It looks as though disability and death is fairly easy to come by, or to put it another way, this system doesn't seem to support epic superhero/swashbuckling types of characters. Is this intentional? If so, do make sure that your players are on the same page as you are in the intent and style of the campaign. It's hard enough to introduce a new system to a game without also surprising the players with the play style as well! :) 4) This system's regular functioning relies upon a sizeable number of "if this condition is met, then this penality occurs" structures with sometimes even impromptu conditional calculations being required as well. I suspect that this may be expecting rather a lot from your players to stay on top of the bookkeeping. Not that the amount of calculations all by themselves are prohibitive, but your players will be at a disadvantage to being able to remember and use all of this. [INDENT]i) They're going to be unfamilar with the system. ii) They're going to be SERIOUSLY distracted (after all, they'll only be using this system in the heat of battle, when their character is receiving damage), and stressed out a little ("imminent character death! warning! warning!"). iii) Lastly, they're going to want to be playing the game of "portraying a character in an adventure", not playing the game of "resource management for their character stats". Your system is complex enough that it could distract from or possibly even dominate the gameplay itself whenever combat occurs. As we all know, combat rules themselves have a strong tendency to turn roleplaying into a game of number crunching as it is, and your new system adds a fair amount more number crunching to this. [/INDENT] Despite all of my comments which, I admit, range from the neutral to the negative, I do like the "feel" of this system. I get a sense of it conveying a certain mood or awareness of your body having innate strengths and weaknesses in terms of how it responds to and deals with damage and ability loss. The only thing that detracts from it is the work involved in using it... I'd suggest that you make a spreadsheet that would automatically calculate and apply the penalities, but I seriously doubt that all your players will come to the table with laptops at the ready!! :) I'm really not sure what the solution is. It's too bad that a printable, yet still functioning, spreadsheet doesn't exist. Imagine how complex and "realistic" we could make a roleplaying system then! :) Personally, I think it would be great to be freed from ALL calculations whatsoever! For ANY situation where a number is involved, just type it onto your printed spreadsheet/charactersheet and it tells you if you've succeeded or failed, what penalities/bonuses exist, what conditional/situational abilities you are using or have access to, etc. Not because I dislike or because any of the rules of roleplaying are beyond me, but that it would be refreshing to ONLY concern myself with the roleplaying aspects of the game and never NEED to think about the underlying formulas inherent the the rules system I'm using. However, since such technology isn't commonly available (yet, although I do recall reading that it does exist in the infant stages right now), I'm at a bit of a loss as to how your new system can be implemented without creating a lot of additional bookkeeping for your players... sorry. :( [/QUOTE]
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