At 21:29 -0600 2/11/03, Timothy Kidwell wrote:
Justin didn't say W/V wasn't better than hit points, he said it wasn't enough better to be worth the extra effort, and that it didn't do what it was intended to do. He certainly never said that standard hit points do what W/V is intended to do. I suspect he was obliquely referring to the wound systems from CoC and/or M&MM as being systems that *do* accopmlish what W/V claims to accomplish--or maybe he doesn't think any D20 wound system does that, yet.Agreed. Furthermore, the amount of "extra" bookkeeping is minute at best. Definitely nothing that someone couldn't get used to within a night's worth of playing. There have been quite a few games that have dabbled with the Wounds/Vitality (Wounds/Life, Stun/Wounds, Abrasions/Mortal, etc.) idea outside of d20, and were often lauded as ingenious, or taking the path less traveled. In fact, it is D&D's hit point system that has been panned for years as being too simplistic, too unbelievable, too rigid, too this, too that. The list goes on and on. I, for one, continue to use the old stand by, but have used the other version when playing SW without any difficulties whatsoever. Come to think of it, my players seem to prefer it.
--
woodelf <*>
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The Laws of Anime <http://www.abcb.com/laws/index.htm>:
#12 Law of Phlogistatic Emission
Nearly all things emit light from fatal wounds.
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