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General Tabletop Discussion
*Pathfinder & Starfinder
VP/WP system and spells (help)
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<blockquote data-quote="jester47" data-source="post: 1407004" data-attributes="member: 2238"><p>Actually, I think I am going to keep it as it is. Just because a character looses VP to a fireball does not mean it does not hurt. Hes singed a bit, the armor is warm, So he goes from feeling ok to feeling pretty darned uncomfortable... I want to keep the regeneration as is because it makes trolls major deadly. Unless you have a good stock of oil or acid, or maybe even a good mage you have a lot to worry about. My campiagn is Silver Marches FR and it would add some serious flavor.</p><p></p><p>Though I must say I like option 2 (I also came up with that one). I think what I might do is have damage from spells work out where you take the number of dice in WP and the ammount rolled on the dice in VP. If your VP drops to 0 you start taking WP again. This really makes sense to me. </p><p></p><p>However, wound points (even one) cause a drop in Dex and Str and can stun someone. That really make magic missile "kinda neat." So even at tenth level, one missile from magic missile can put off a 10th level fighter for the rest of the day. But maybe thats not so bad... Then again think about the fact that a wand of magic missiles could take out anyone at any level, and you see how you might have to start reworking spells. </p><p></p><p>Or then again- it could just be that it flattens the playing field and "level" becomes less of a factor in the game and really just a measurement more of acomplishment than actual power. </p><p></p><p>I AM trying to make a world where anyone can go down at ANY time. Right now the way I have the crits set up a 10th level ftr can be done in by a lucky 1st level kobold warrior. My players like that idea and understand that it can go both ways, so all is good there. </p><p></p><p>So yeah, my version of option 2 might actually work best for what I want to do. I will have to run it by the players and see what they think. </p><p></p><p>Thanks. </p><p></p><p>Aaron.</p></blockquote><p></p>
[QUOTE="jester47, post: 1407004, member: 2238"] Actually, I think I am going to keep it as it is. Just because a character looses VP to a fireball does not mean it does not hurt. Hes singed a bit, the armor is warm, So he goes from feeling ok to feeling pretty darned uncomfortable... I want to keep the regeneration as is because it makes trolls major deadly. Unless you have a good stock of oil or acid, or maybe even a good mage you have a lot to worry about. My campiagn is Silver Marches FR and it would add some serious flavor. Though I must say I like option 2 (I also came up with that one). I think what I might do is have damage from spells work out where you take the number of dice in WP and the ammount rolled on the dice in VP. If your VP drops to 0 you start taking WP again. This really makes sense to me. However, wound points (even one) cause a drop in Dex and Str and can stun someone. That really make magic missile "kinda neat." So even at tenth level, one missile from magic missile can put off a 10th level fighter for the rest of the day. But maybe thats not so bad... Then again think about the fact that a wand of magic missiles could take out anyone at any level, and you see how you might have to start reworking spells. Or then again- it could just be that it flattens the playing field and "level" becomes less of a factor in the game and really just a measurement more of acomplishment than actual power. I AM trying to make a world where anyone can go down at ANY time. Right now the way I have the crits set up a 10th level ftr can be done in by a lucky 1st level kobold warrior. My players like that idea and understand that it can go both ways, so all is good there. So yeah, my version of option 2 might actually work best for what I want to do. I will have to run it by the players and see what they think. Thanks. Aaron. [/QUOTE]
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