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WP/VP conversion for d20 Modern
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 1159958" data-attributes="member: 710"><p>One explaination: It is just a game. There are always some illogical things when using rules. There is no way to avoid it, unless you roleplay in the real world with your real characters, and that would make quite boring stories (like: I connect to the Internet and visit the ENWorld Forum <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><p>In your example: It wasn`t a near miss - the dagger inflicted the poison, didn`t it? But the only result was a little scratch that you don`t even feel and wouldn`t have noticed if you wouldn`t feel the poisons effects...</p><p></p><p>Anyway, that is not what you were asking for. <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><p></p><p>The Massive Damage Threshold rules allow for a very important possibility: You can knock out foes in a single round without using heavy artillery and reyling on a very lucky hit (a critical) - it was for all the movie scenes where the heros knock out their enemies from behind.</p><p></p><p>With the WP/VP you will have to make compromise: You will (again) rely on lucky hits to knock out opponents. But, you will still want a chance for it, so:</p><p>Drop critical multipliers by one, damage goes directly to wound points. </p><p></p><p>Without Massive Damage Threshold, the Modern nonlethal damage rules will probably fail to work. So you have to think about alternatives: </p><p>My take on it: </p><p>Nonlethal damage deals normal damage to vitality points. When your vitaility points are up, lethal damage directly goes to wound points. Nonlethal damage also goes to wound points, but is healed as vitality point damage.</p><p>If you roll a critical hit with nonlethal damage, apply the damage to wound points.</p><p>Knockout Punch doubles the damage inflicted then, Improved Knockout Punch triples it. (Only against flat footed opponents). </p><p></p><p>Maybe Knockout Punch and Improved Knockout Punch become more powerful now, so you might decide for one or all of the following rules: </p><p>Instead of increasing critical multiplier, increase threat range. (How does this work with Improved Combat Martial Arts)</p><p>Extra Damage is not applied to wound points, but to vitality points.</p><p></p><p>Mustrum Ridcully</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 1159958, member: 710"] One explaination: It is just a game. There are always some illogical things when using rules. There is no way to avoid it, unless you roleplay in the real world with your real characters, and that would make quite boring stories (like: I connect to the Internet and visit the ENWorld Forum :) ) In your example: It wasn`t a near miss - the dagger inflicted the poison, didn`t it? But the only result was a little scratch that you don`t even feel and wouldn`t have noticed if you wouldn`t feel the poisons effects... Anyway, that is not what you were asking for. :) The Massive Damage Threshold rules allow for a very important possibility: You can knock out foes in a single round without using heavy artillery and reyling on a very lucky hit (a critical) - it was for all the movie scenes where the heros knock out their enemies from behind. With the WP/VP you will have to make compromise: You will (again) rely on lucky hits to knock out opponents. But, you will still want a chance for it, so: Drop critical multipliers by one, damage goes directly to wound points. Without Massive Damage Threshold, the Modern nonlethal damage rules will probably fail to work. So you have to think about alternatives: My take on it: Nonlethal damage deals normal damage to vitality points. When your vitaility points are up, lethal damage directly goes to wound points. Nonlethal damage also goes to wound points, but is healed as vitality point damage. If you roll a critical hit with nonlethal damage, apply the damage to wound points. Knockout Punch doubles the damage inflicted then, Improved Knockout Punch triples it. (Only against flat footed opponents). Maybe Knockout Punch and Improved Knockout Punch become more powerful now, so you might decide for one or all of the following rules: Instead of increasing critical multiplier, increase threat range. (How does this work with Improved Combat Martial Arts) Extra Damage is not applied to wound points, but to vitality points. Mustrum Ridcully [/QUOTE]
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