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General Tabletop Discussion
*TTRPGs General
Vitality Damage and Damage-based Special Attacks
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<blockquote data-quote="GlassJaw" data-source="post: 2360550" data-attributes="member: 22103"><p>You say that like it's a bad thing. The "damage to WP's in the surprise round", coupled with the VP/WP system, is one of my <em>favorite</em> rules for establishing a gritty feel. The fact the system itself puts a higher emphasis on tactics and stealth lends itself to a substantially different style of play. Just with this rule, you now have to decide as a player if wearing heavy armor is worth the penality to your hide and move silently skills as well as your speed. I like the fact that a single rule can indirectly affect many other aspects of gameplay.</p><p></p><p></p><p></p><p>Hmm, now I'm a little confused. The example you cited is exactly what I <em>wouldn't</em> use the VP/WP system in a traditional fantasy setting. I want <em>less</em> emphasis put on armor in a low-magic, gritty setting, not more.</p><p></p><p>Perhaps we both like the VP/WP system, but for significantly different reasons.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 2360550, member: 22103"] You say that like it's a bad thing. The "damage to WP's in the surprise round", coupled with the VP/WP system, is one of my [I]favorite[/I] rules for establishing a gritty feel. The fact the system itself puts a higher emphasis on tactics and stealth lends itself to a substantially different style of play. Just with this rule, you now have to decide as a player if wearing heavy armor is worth the penality to your hide and move silently skills as well as your speed. I like the fact that a single rule can indirectly affect many other aspects of gameplay. Hmm, now I'm a little confused. The example you cited is exactly what I [I]wouldn't[/I] use the VP/WP system in a traditional fantasy setting. I want [I]less[/I] emphasis put on armor in a low-magic, gritty setting, not more. Perhaps we both like the VP/WP system, but for significantly different reasons. [/QUOTE]
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