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VP/WP in D&D?
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<blockquote data-quote="El Ravager" data-source="post: 252872" data-attributes="member: 738"><p>My DM ran a game that I played in and is currently running another one using the VP/WP rules. I have not read the SW rules in a while so I do not know if this is the case in those rules, but the way my DM did it was that in addition to using your Con score as WP, you also gained a WP each level. That kinda helped to alieviate the single crit = kill. Crits were still fairly leathal, but our group seems to roll a lot of them (our group really likes to take advanage of high crit threats - rapiers, bladed guantlets, improved crit feat, keened weapons, etc)</p><p></p><p>The current game he is running is also using the armour as damage reduction to WPs system and giving an AC bonus based on class/level just like the revised SW rules. I also intend to use this system in my upcoming Ravenloft game I am planning to run this fall. I have always felt something was lacking in the defense area of DnD combat. It didn't make much sense that PCs skill in hitting things went up, but they never became more skilled and defending themselves. In my mind, a 10th level fighter with no gear should be harder to hit than a 1st level fighter with no gear assuming that their stats are the same. I guess this is supposed to be represented in the HP as 'dodging, rolling with the punches, fatigue, etc' but it still doesn't seem right. I don't see why HP can't still represent that while also giving a slight AC bonus as PCs rise in level.</p><p></p><p></p><p></p><p>=====</p><p>El Rav</p></blockquote><p></p>
[QUOTE="El Ravager, post: 252872, member: 738"] My DM ran a game that I played in and is currently running another one using the VP/WP rules. I have not read the SW rules in a while so I do not know if this is the case in those rules, but the way my DM did it was that in addition to using your Con score as WP, you also gained a WP each level. That kinda helped to alieviate the single crit = kill. Crits were still fairly leathal, but our group seems to roll a lot of them (our group really likes to take advanage of high crit threats - rapiers, bladed guantlets, improved crit feat, keened weapons, etc) The current game he is running is also using the armour as damage reduction to WPs system and giving an AC bonus based on class/level just like the revised SW rules. I also intend to use this system in my upcoming Ravenloft game I am planning to run this fall. I have always felt something was lacking in the defense area of DnD combat. It didn't make much sense that PCs skill in hitting things went up, but they never became more skilled and defending themselves. In my mind, a 10th level fighter with no gear should be harder to hit than a 1st level fighter with no gear assuming that their stats are the same. I guess this is supposed to be represented in the HP as 'dodging, rolling with the punches, fatigue, etc' but it still doesn't seem right. I don't see why HP can't still represent that while also giving a slight AC bonus as PCs rise in level. ===== El Rav [/QUOTE]
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