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Vitality/Wound Points in D&D
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<blockquote data-quote="Nifelhein" data-source="post: 2213270" data-attributes="member: 14129"><p>Well, I mostly will not have that high damage problems, capped power attack at +5 penalty to attack (as combat expertise) and madee it do 1.5 str bonus instead of double.</p><p></p><p>Improved Critical for me requires fighter levels and will only add 1 to the range, stacking with keen and the like, which will not show in any weapon short of medium power, increasing the bonus is ncie too.</p><p></p><p>In Midnight the only clerics are evil and NPCs and that channelers don't have all that spellcating power, you end up with a good sum of restrictions. Buffing the Wp for higher levels might be a good idea indeed though, i will wait to see how it fares.</p><p></p><p>On the long run to make D&D with Vp&Wp woudl require a remake of the spellcasting system in the amount of bonuses one can gain and also, on how spell damage works. Armor bonuses (like Fortification), sneak attack, spell damage, damage reduction, buff spells and a lot more needs to be thought about for any serious use of Vp&Wp in a D&D game without Midnight's peculairity of cleric being away and channelers having a lot less spellcasting potential.</p><p></p><p>Unless you like survival at lower levels and deadliness at higher levels, as boredgremlin pointed out.</p></blockquote><p></p>
[QUOTE="Nifelhein, post: 2213270, member: 14129"] Well, I mostly will not have that high damage problems, capped power attack at +5 penalty to attack (as combat expertise) and madee it do 1.5 str bonus instead of double. Improved Critical for me requires fighter levels and will only add 1 to the range, stacking with keen and the like, which will not show in any weapon short of medium power, increasing the bonus is ncie too. In Midnight the only clerics are evil and NPCs and that channelers don't have all that spellcating power, you end up with a good sum of restrictions. Buffing the Wp for higher levels might be a good idea indeed though, i will wait to see how it fares. On the long run to make D&D with Vp&Wp woudl require a remake of the spellcasting system in the amount of bonuses one can gain and also, on how spell damage works. Armor bonuses (like Fortification), sneak attack, spell damage, damage reduction, buff spells and a lot more needs to be thought about for any serious use of Vp&Wp in a D&D game without Midnight's peculairity of cleric being away and channelers having a lot less spellcasting potential. Unless you like survival at lower levels and deadliness at higher levels, as boredgremlin pointed out. [/QUOTE]
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Vitality/Wound Points in D&D
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