VP/WP in D&D

I've seen two systems, the one at Middle-earth d20 and the one written by RangerWickett in Asgard #2. Both of them adapt the concept of Star Wars vitality points/wound points to D&D a little bit differently: the Asgard version really tones down crits (no multiplier, shortened threat ranges but does apply to WP) while the ME version makes crits quite spectacular (regular damage goes to VP, extra "crit damage" goes directly to WP.)

Are there any comments on either of these systems? My idea, in adapting it to a campaign setting I'm developing for later (when it's my turn to DM again!:) ) was to halve the crit multipliers (x2 would just be x1 -- no change except the damage goes to WP instead of to VP, x3 would be x1.5, etc.) But that was before I read either of these systems. My concern is that the Asgard system doesn't change things enough: crits are scarier, but not that much so. The ME system may be almost too scary: any x2 damage will put a significant dent in anyone, x3 will kill almost anyone and x4 almost seems like overkill.)

So what does everyone think?
 
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I haven't seen the Middle Earth Vitality/Wound system, but from what you described it will be mine...oh yes, it will be mine.

My problem with just straight hit points is: yes heroes should be heroic and not have to worry about dying a quick and painful death, but by the same token neither should they be able to douse themselves in oil, light themselves on fire, charge an entire goblin tribe, and still be at half HP when they're done (I know a little overdramatic...or is it :p). Seems that the ME version strikes the balance in a good way. Now I have to go find it, have a web address for the site?

Edit: Spelling+me= Very much bad.
 
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Jezrael said:
I haven't seen the Middle Earth Vitality/Wound system, but from what you described it will be mine...oh yes, it will be mine.

My problem with just straight hit points is: yes heroes should be heroic and not have to worry about dying a quick and painful death, but by the same token neither should they be able to douse themselves in oil, light themselves on fire, charge an entire goblin tribe, and still be at half HP when they're done (I know a little overdramatic...or is it :p). Seems that the ME version strikes the balance in a good way. Now I have to go find it, have a web address for the site?

Edit: Spelling+me= Very much bad.

You have it all wrong.

The hero needs to jump off a 200 ft. cliff into the goblin village after setting himself on fire. How can you forget the cliff?
 

Victim said:


You have it all wrong.

The hero needs to jump off a 200 ft. cliff into the goblin village after setting himself on fire. How can you forget the cliff?

Oops, my bad. In my haste to ask for the web address I forgot the cliff...I'm getting sloppy in my young age. :p


Edit: Again with the spelling :rolleyes:
 
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In response to Mr. Dyal's question. After looking it over (which I didn't have to, you explained it very well) I'll be using the ME VP/WP system. I tried something similar to the one you came up with on your own (we put crits down by one level x3=x1 etc. etc.) but I think I like this way better.

One thing to watch for is spells that deal massive damage, we treated them like grenades were treated in Star Wars D20.
 

Ah, but you see, I'm also swiping the Star Wars Force system to replace D&D magic. I want a low magic campaign, and I like the skill-based "spells" of the Force better than the spell-slot system of standard D&D.

I might also look into the Sovereign Stone magic, as it seems similar in some ways, but then I've got the problem of having to buy two $30 books... :(
 


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