ledded
Herder of monkies
Joshua Dyal said:It's not from guns that you have to worry, it's for when you go up against that dragon at higher level that does mondo damage.
Personally, I'm a bit indifferent towards WP/VP. I'd just as soon use HP and a massive damage threshhold equal to the characters CON score. Effectively it works the same as WP/VP with the exception of healing speed (assuming little to no magical healing.) However, with beefed up Treat Injury the way d20 Modern does it, I don't think that this causes any undue concern.
So, I'm not against VP/WP, I just don't see how they really add anything to the mix that d20 Modern's interpretation of HP doesn't already do quite well.
Yeah, it really doesnt offer that much, but we have found it works pretty well.
It models actual injury vs. 'getting banged up' pretty well vs. just straight hit points. If you are reduced to 1 VP but havent taken wounds, you've been banged up and are worn out, but with a little rest you'll be ok. If you are reduced to 1 WP, you are seriously injured, and unless you get to a hospital soon you will probably be out of it for a while.
At mid-levels (4-8) it's a bit more cinematic while still modeling the process fairly well; you can take some damage, but a lucky shot or concentrated fire will take you down pretty quickly if you dont get some cover. However, on average a single shot from a .38 isnt going to put your guy out of action for a week unless you get a crit. Note that we play in a low-magic world, and most healing is done the old fashioned way; only one character has healing 'magic', and it's not very powerful.
With the static save on Massive Damage, at higher levels most people have set up their character so that they will rarely, if ever, fail. So if you have 70 hit points at level 9 and a fort save of +8 or so, it just doesnt seem to be that much of a threat, especially when you can toss an Action Point out when you really need to. If you dont metagame, it's more realistic, but it just seems way too easy to grab a feat or two and a level or two of tough and be pretty much in the clear.
I guess the 'increasing damage' could really be though more of as 'increasing threat level'. You dont do much more damage with a glock at 1st than at 10th level, but at 10th level the bad guys will probably have bigger guns at their disposal. You have the chance of running into really big beasties like dragons, etc that can do a lot of damage. We havent run into that yet in our games (and probably wont ever), but it may be a problem when a crit from a creature can do 40+ points to your WP, which is not survivable except by the toughest of high level tough heros.
Of course melee weapons with increased crit ranges used by people with power attack, weapon specialization, and higher strength at higher levels will eventually out-pace smaller firearms in damage potential, but that just makes the mooks wielding them much more scary to face for us. A 1st level ordinary with a wrench and a str of 10 isnt very threatening to a guy with a glock, but a 9th level strong hero with a keen katana and a slew of feats with it is a frightening opponent indeed, and darn well should be... if you dont pop him before he gets to you, you are most likely going to end up like an extra in a John Woo film.
Eh, to each their own. I like both, but I like WP/VP a little better because it fits our lower-magic realism game while still being cinematic enough to make it fun, and tough enough to make it tense at times. I dont see any real faults in the massive damage system other than it can be a bit too easy and too tempting to meta-game around most of the threatening bits, pretty much ruining the threat of guns against higher level opponents.