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General Tabletop Discussion
*Dungeons & Dragons
Vitality Dice: A damage variant
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<blockquote data-quote="AverageCitizen" data-source="post: 6708077" data-attributes="member: 57845"><p>Thanks!</p><p></p><p></p><p></p><p>Yeah, that is a good point to adjust things up and down. To me, my first concern was nailing down some of the ambiguity surrounding damage, but gritty healing is something I'd like to improve. The healing, right now, is a little messy all around.</p><p></p><p></p><p></p><p>You are right, but I decided to move away from the analogous interpretation because (to me) the point of this system is to specify when you get physically hit and when you don't, and applying resistances and weaknesses before you actually are struck (i.e., at the time you are rolling VD) seems incongruent. I recognize this shifts balance in a way that may need to be accounted for, but that is the kind of problem I want to have here. I want to parse out when you take what types of damage. Also, I think typed damage may retain more of its effect than is obvious at first glace. For example, if you are vulnerable to a certain type of damage, you will tend to overshoot the VD commitment to avoid that damage to your precious Constitution, thus retaining some of the analogous effect of extra HP damage. The reverse is true for resistances. I'll have to playtest it out to see if we need to adjust the effect up since it only applies to wounds.</p><p></p><p></p><p></p><p>Good point. I'll have to think about that. People are already outlawing them in some games, maybe I'll just re-write them for this system.</p><p></p><p></p><p></p><p>See, I'm not sure how this would play out. The DR is nice to have all the time, because it basically is a cushion that helps you manage your VD. Having a high DR from armor makes it so you don't have to over-commit your VD, ultimately preserving you both through wound reduction and increased VD efficiency. I'm not sure the optimal play, which is exciting to me. If high AC (DR) low Defense turns out to be too swingy I'll probably end up splitting the armor bonus between AC and Defense, kind of like the old 3e hack. So plate would be +4 to both.</p></blockquote><p></p>
[QUOTE="AverageCitizen, post: 6708077, member: 57845"] Thanks! Yeah, that is a good point to adjust things up and down. To me, my first concern was nailing down some of the ambiguity surrounding damage, but gritty healing is something I'd like to improve. The healing, right now, is a little messy all around. You are right, but I decided to move away from the analogous interpretation because (to me) the point of this system is to specify when you get physically hit and when you don't, and applying resistances and weaknesses before you actually are struck (i.e., at the time you are rolling VD) seems incongruent. I recognize this shifts balance in a way that may need to be accounted for, but that is the kind of problem I want to have here. I want to parse out when you take what types of damage. Also, I think typed damage may retain more of its effect than is obvious at first glace. For example, if you are vulnerable to a certain type of damage, you will tend to overshoot the VD commitment to avoid that damage to your precious Constitution, thus retaining some of the analogous effect of extra HP damage. The reverse is true for resistances. I'll have to playtest it out to see if we need to adjust the effect up since it only applies to wounds. Good point. I'll have to think about that. People are already outlawing them in some games, maybe I'll just re-write them for this system. See, I'm not sure how this would play out. The DR is nice to have all the time, because it basically is a cushion that helps you manage your VD. Having a high DR from armor makes it so you don't have to over-commit your VD, ultimately preserving you both through wound reduction and increased VD efficiency. I'm not sure the optimal play, which is exciting to me. If high AC (DR) low Defense turns out to be too swingy I'll probably end up splitting the armor bonus between AC and Defense, kind of like the old 3e hack. So plate would be +4 to both. [/QUOTE]
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Vitality Dice: A damage variant
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