If you use VP/WP with regular D&D crits (variable threat ranges & crit multipliers, damage comes off of VP), then what you have is basically the regular D&D system with two changes: natural recovery of most damage is faster (since VP recovery is per hour rather than per day), and dying is more difficult (instead of automatic death at -10 hp, characters will start saving to avoid death at -Con hp; and instead of being disabled at 0 hp & dying at -1, they'll be fatigued and maybe stunned at 0 hp).
That sounds fine to me.
It actually kind of solves some problems with using VP/WP with D&D (e.g., if I recall SW 1/e correctly, monsters basically had tons of WP, which worked okay in a setting where monsters were a bit uncommon & were basically mooks anyways. However, with D&D, monsters can & often are the big bad guys, and can have class levels & thus WP. Which means criticals vs. monsters are no better than regular hits, which seems unfair. However, with criticals working as per D&D, the difference between VP & WP are relatively minor, so it all works out).
Couple of questions remain:
How is subdual damage handled in SW? (my SW 1/e book is in a box in storage somewhere, doh) Did they even have subdual damage?
Assuming you keep magical healing (and I know I'd still want it, if I was a player), you have to decide how magical healing works with respect to WP damage. (I don't recall how Force Healing works in SW.) You could have cure spells work equally well on VP or WP, but that seems kind of lame. Seems like WP should be a bit harder to heal. A quick rule for cure spells would be healing 1 wound point per d8 the spell would normally cure.
That still leaves questions -- how would
heal work? (Raises a related question: how would
harm work?)
What about monsters (or PCs) with Fast Healing or Regeneration? Just treat it as working equally well for WP & VP?
hong said:
Shouldn't that be "mojoful"? "Mojo" is a noun.
