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Wound-Vitality systems and death risk
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<blockquote data-quote="NichG" data-source="post: 5359557" data-attributes="member: 44666"><p>I've never run a game using VP/WP, but the concept brings forth an interesting idea one could use them for. Maybe the danger of WP is not that certain things bypass VP, but that strikes that affect WP correspond to the cases where the character has actually taken a physical injury, whereas strikes that affect VP correspond to the character tiring out, etc.</p><p></p><p>Crits would make it so that a small portion of the damage dealt by the crit, maybe only the base damage die of the weapon goes to WP, and characters would have a decent WP pool, say equal to half their hitpoints, so it'd take quite a few crits to actually kill someone that way.</p><p></p><p>Immediately what this does is that it nerfs injury poisons, inflicted diseases, etc. Things that require getting into a character's blood. However, this also allows poisons, diseases, etc to be made more dangerous and insidious than they currently are (e.g. perhaps more like 2ed poisons, where the save vs the poison might only be for half effect). It'd add a particular edge to some monsters, either ones that have a lot of attacks or a wide crit range even though their attack damage isn't terribly high, in which case you'd want to mitigate the risk of a crit as part of the battle strategy, or certain monsters that you simply do not want to risk fighting when you're at the edge of your VP.</p><p></p><p>You could also play games with save or die abilities that require drawing the enemy's blood as a component of the ability, so that way they only come into play later in the fight when the character has already taken some abuse.</p><p></p><p>It'd work well for a campaign that you want to be gritty (people get infections from open wounds on a battlefield, people get diseases that aren't washed away by a 5th level cleric in 10 minutes, etc), but in which you also don't want the PCs to be constantly dying of these things.</p></blockquote><p></p>
[QUOTE="NichG, post: 5359557, member: 44666"] I've never run a game using VP/WP, but the concept brings forth an interesting idea one could use them for. Maybe the danger of WP is not that certain things bypass VP, but that strikes that affect WP correspond to the cases where the character has actually taken a physical injury, whereas strikes that affect VP correspond to the character tiring out, etc. Crits would make it so that a small portion of the damage dealt by the crit, maybe only the base damage die of the weapon goes to WP, and characters would have a decent WP pool, say equal to half their hitpoints, so it'd take quite a few crits to actually kill someone that way. Immediately what this does is that it nerfs injury poisons, inflicted diseases, etc. Things that require getting into a character's blood. However, this also allows poisons, diseases, etc to be made more dangerous and insidious than they currently are (e.g. perhaps more like 2ed poisons, where the save vs the poison might only be for half effect). It'd add a particular edge to some monsters, either ones that have a lot of attacks or a wide crit range even though their attack damage isn't terribly high, in which case you'd want to mitigate the risk of a crit as part of the battle strategy, or certain monsters that you simply do not want to risk fighting when you're at the edge of your VP. You could also play games with save or die abilities that require drawing the enemy's blood as a component of the ability, so that way they only come into play later in the fight when the character has already taken some abuse. It'd work well for a campaign that you want to be gritty (people get infections from open wounds on a battlefield, people get diseases that aren't washed away by a 5th level cleric in 10 minutes, etc), but in which you also don't want the PCs to be constantly dying of these things. [/QUOTE]
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