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Wounds/Vitality too Deadly?
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<blockquote data-quote="Kalthanis" data-source="post: 4887858" data-attributes="member: 84550"><p>Well I'd like to answer the concern that it is entirely too deadly. I agree that it is too deadly the way it worked in Star Wars because the weapons did a lot of damage. I was thinking that a 'crit' would be normal weapon damage against Wound Points without the maxing part, but I was starting to lean towards a condition effect for it instead. I did like the suggestion of a crit applying a Dazed or Stunned effect. </p><p></p><p>But as far as making things rough and by chance, that's kind of what I want. I don't want players to be able to say, "Well, we're level 7 and that's a level 5 challenge so we should be able to get through it without Dailies." I don't want good thinking or clever planning to EVER completely overcome the danger of combat if combat is decided upon. Greatly reduce? Perfect. But never overcome. I never want the characters to flippantly decide things in a fight, or to ever think that they are so superhuman that "It doesn't matter, I have 70 hit points and the most he can do is 20 even if he hits me." I don't want combat to be simply a matter of numbers and a calculated risk, I want the threat of the single shot taking down the tough warrior. </p><p></p><p>The whole point of a grittier system is to put the fear of combat back into the players, which puts it into the characters. I want them to think that combat can and does have repurcussions, that way they think of solutions that expand beyond their physical weapons. The archer who takes his shot next to a marked melee guy and incurs an Opportunity Attack simply so the Fighter can get in his free swing thinking, "Well, the enemy's attack will only do 12 hit points" is what I'm looking to avoid.</p><p></p><p>But I'm also not looking for TPKs, which is what would happen if I just sent them up against stronger enemies. I'm looking for that small off-chance flavor that makes combat something to truly think about. Maybe I could go for a SuperCrit kind of thing. If you crit, roll another attack roll and if you crit on that, then something miraculous happens. Target dropped to 0 hit points or something. </p><p></p><p>I know, the easiest solution is probably "Don't run it in 4th". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Kalthanis, post: 4887858, member: 84550"] Well I'd like to answer the concern that it is entirely too deadly. I agree that it is too deadly the way it worked in Star Wars because the weapons did a lot of damage. I was thinking that a 'crit' would be normal weapon damage against Wound Points without the maxing part, but I was starting to lean towards a condition effect for it instead. I did like the suggestion of a crit applying a Dazed or Stunned effect. But as far as making things rough and by chance, that's kind of what I want. I don't want players to be able to say, "Well, we're level 7 and that's a level 5 challenge so we should be able to get through it without Dailies." I don't want good thinking or clever planning to EVER completely overcome the danger of combat if combat is decided upon. Greatly reduce? Perfect. But never overcome. I never want the characters to flippantly decide things in a fight, or to ever think that they are so superhuman that "It doesn't matter, I have 70 hit points and the most he can do is 20 even if he hits me." I don't want combat to be simply a matter of numbers and a calculated risk, I want the threat of the single shot taking down the tough warrior. The whole point of a grittier system is to put the fear of combat back into the players, which puts it into the characters. I want them to think that combat can and does have repurcussions, that way they think of solutions that expand beyond their physical weapons. The archer who takes his shot next to a marked melee guy and incurs an Opportunity Attack simply so the Fighter can get in his free swing thinking, "Well, the enemy's attack will only do 12 hit points" is what I'm looking to avoid. But I'm also not looking for TPKs, which is what would happen if I just sent them up against stronger enemies. I'm looking for that small off-chance flavor that makes combat something to truly think about. Maybe I could go for a SuperCrit kind of thing. If you crit, roll another attack roll and if you crit on that, then something miraculous happens. Target dropped to 0 hit points or something. I know, the easiest solution is probably "Don't run it in 4th". :) [/QUOTE]
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