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*Pathfinder & Starfinder
WP/VP more dangerous or less?
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<blockquote data-quote="feydras" data-source="post: 1712456" data-attributes="member: 16038"><p>Thanks for all the comments and suggestions. A few more thoughts...</p><p></p><p>Most posters keep referring to instant death with a critical hit. You may be thinking of Star Wars or some other version. The way the rule is written in the UA (read my quote in a message above) you cannot "instant die". It is impossible to die the round you are hit. If your hit points are all wiped out you make a save to stabilize, if failed you save on the next round or die. So you get two, not too difficult, saves to keep you butt alive and the soonest you could die is round two. You will however likely be taken out of the combat which may be deadly to the whole group. "Instant death" is not accurate.</p><p></p><p>This certainly still makes the WP/VP system more deadly, but more to the whole party then to individuals i think. Maybe it would work best with a large group of intelligent, cautious players. I too tend to DM for players who are overreliant on hp and tend to ignore strategy. Bringing the fear of combat into the game is a major goal of mine. You should be frightened of that giant swinging a huge halberd no matter what level you are instead of mentally calculating how many blows you can safely absorb before your cleric has to run in to heal you.</p><p></p><p>On power attack. It seems this system makes it too powerful. That said, it makes a certain amount of sense that someone power attacking would have a much better chance of dropping thier target if they hit. They sacrifice accuracy for that one solid blow hoping to connect. Remember that the negative to power attack counts for the crit confirmation role as well. Still, if i was that frontline fighter i would be torn between choosing Power Attack, Great Fort, or Toughness. This kind of sucks for the finesse fighter style.</p><p></p><p>New suggestion. How about this for a fix to the system...</p><p>Your armor bonus, in addition to functioning normally (adding to your AC) functions as damage reduction/- for wound point hits only.</p><p>Ex... Ray wearing a chainshirt with 14 Dex, and no shield or any other bonuses. His AC is 16. He also has DR 4/- for wound points only. So if he takes a regular hit that does 8 points of damage he takes 8 VP. If he is hit with a critical for 8 damage he takes only 4 WP.</p><p>For this system, i don't think i would give DR for shields as a critical hit would likely blow past a shield. Natural armor would likely count as this makes sense, but not deflection, dodge, or any other.</p><p>I've never read the Star Wars version but i understand it uses armor as DR. How does it work? I realize armor is rarer in SW.</p><p></p><p>WP/VP seems to put melee combatants at greater risk. With the armor as DR for WP addition this may swing the balance back enough to keep them alive longer. But maybe not enough. What do you all think?</p><p></p><p>Oh, btw - i am definitely using the optional rule that extra dice of damage count only as 1 extra WP during a crit.</p><p></p><p>- Feydras</p></blockquote><p></p>
[QUOTE="feydras, post: 1712456, member: 16038"] Thanks for all the comments and suggestions. A few more thoughts... Most posters keep referring to instant death with a critical hit. You may be thinking of Star Wars or some other version. The way the rule is written in the UA (read my quote in a message above) you cannot "instant die". It is impossible to die the round you are hit. If your hit points are all wiped out you make a save to stabilize, if failed you save on the next round or die. So you get two, not too difficult, saves to keep you butt alive and the soonest you could die is round two. You will however likely be taken out of the combat which may be deadly to the whole group. "Instant death" is not accurate. This certainly still makes the WP/VP system more deadly, but more to the whole party then to individuals i think. Maybe it would work best with a large group of intelligent, cautious players. I too tend to DM for players who are overreliant on hp and tend to ignore strategy. Bringing the fear of combat into the game is a major goal of mine. You should be frightened of that giant swinging a huge halberd no matter what level you are instead of mentally calculating how many blows you can safely absorb before your cleric has to run in to heal you. On power attack. It seems this system makes it too powerful. That said, it makes a certain amount of sense that someone power attacking would have a much better chance of dropping thier target if they hit. They sacrifice accuracy for that one solid blow hoping to connect. Remember that the negative to power attack counts for the crit confirmation role as well. Still, if i was that frontline fighter i would be torn between choosing Power Attack, Great Fort, or Toughness. This kind of sucks for the finesse fighter style. New suggestion. How about this for a fix to the system... Your armor bonus, in addition to functioning normally (adding to your AC) functions as damage reduction/- for wound point hits only. Ex... Ray wearing a chainshirt with 14 Dex, and no shield or any other bonuses. His AC is 16. He also has DR 4/- for wound points only. So if he takes a regular hit that does 8 points of damage he takes 8 VP. If he is hit with a critical for 8 damage he takes only 4 WP. For this system, i don't think i would give DR for shields as a critical hit would likely blow past a shield. Natural armor would likely count as this makes sense, but not deflection, dodge, or any other. I've never read the Star Wars version but i understand it uses armor as DR. How does it work? I realize armor is rarer in SW. WP/VP seems to put melee combatants at greater risk. With the armor as DR for WP addition this may swing the balance back enough to keep them alive longer. But maybe not enough. What do you all think? Oh, btw - i am definitely using the optional rule that extra dice of damage count only as 1 extra WP during a crit. - Feydras [/QUOTE]
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