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General Tabletop Discussion
*TTRPGs General
Wound-Vitality systems and death risk
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<blockquote data-quote="Dausuul" data-source="post: 5356420" data-attributes="member: 58197"><p><Moving my reply from the original thread...></p><p></p><p></p><p></p><p>Well, that depends on how it's implemented, doesn't it? Nothing in the core concept of WP/VP says you have to include things like "crits go straight to wound points." Just decide what hazards you want to pose a non-level-adjusted risk of arbitrary death, and what hazards you want PCs to have a level-based ablative shield against. The former go straight to wound points, the latter have to go through vitality.</p><p></p><p>Personally, I'm a fan of the WP/VP approach for another reason: It performs the same function as 4E's healing surges--most of your resources replenish after a fight, but attrition over multiple encounters remains a concern--but in a way that maps directly to game-world concepts. WPs represent a character's physical integrity, VPs represent her ability to defend herself. (Although I prefer to call them "life points" and "defense points" respectively, which I feel does a better job of explaining what they do.)</p><p></p><p>In general, I strongly favor having mechanical elements correspond closely with specific game-world elements. It eases the burden of narrating events and encourages immersion. There is of course a tension with the competing goal of having compact, efficient mechanical systems, but in this case I don't think WP/VP is significantly less compact or efficient than hit points/healing surges.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5356420, member: 58197"] <Moving my reply from the original thread...> Well, that depends on how it's implemented, doesn't it? Nothing in the core concept of WP/VP says you have to include things like "crits go straight to wound points." Just decide what hazards you want to pose a non-level-adjusted risk of arbitrary death, and what hazards you want PCs to have a level-based ablative shield against. The former go straight to wound points, the latter have to go through vitality. Personally, I'm a fan of the WP/VP approach for another reason: It performs the same function as 4E's healing surges--most of your resources replenish after a fight, but attrition over multiple encounters remains a concern--but in a way that maps directly to game-world concepts. WPs represent a character's physical integrity, VPs represent her ability to defend herself. (Although I prefer to call them "life points" and "defense points" respectively, which I feel does a better job of explaining what they do.) In general, I strongly favor having mechanical elements correspond closely with specific game-world elements. It eases the burden of narrating events and encourages immersion. There is of course a tension with the competing goal of having compact, efficient mechanical systems, but in this case I don't think WP/VP is significantly less compact or efficient than hit points/healing surges. [/QUOTE]
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