Ol' Ben wrote:
I'm of the opposite view. I've found W&V (and similar systems) far betterI, on the other hand, feel that lowering the massive damage threshold is a more elegant way of incorporating a more lethal edge to the game. And if you want characters to recover HP faster, then just reduce the amount of time necessary to heal.
in fullfilling a number of functions than Hit Points. In particular, it
makes Hack'n'Slash less viable of an option, since the chance of a Critical
ending a PC's life suddenly ensures that other options besides direct
confrontation are considered first and formost. In addition, in a Low Magic
campaign, it most definately eliminates the dependancy on magical healing.
While Hit Points are assumed to have the Vitality component contained within
them, the requirement to have that Vitality "healed" by a priestly-type is a
drastic limitation. To that end, W&V promotes more thoughtful role-play
(over kick-in-the-door play), better adventuring, and more variety for
campaign settings.
Not particularly true. It is a fact that the Wound/Vitality system requires more bookkeeping. It is also a fact that the Wound/Vitality system represents unnecessary complexity. If you like unnecessary complexity and bookkeeping in your games, then the Wound/Vitality system is definitely what you want. If you don't, then there are better ways of accomplishing what the Wound/Vitality supposedly accomplishes.Oh, it's rather clear that Mr. Bacon doesn't think W&V is worth using, for what ever reason. He's certainly entitled to, since it obviously is a matter of taste and opinion, both of which are pointless to debate over.
Textbook case of why the Wound/Vitality system is such a poor way of dealing with these issues. Here you've added a whole new layer of rules in order to determine whether falling damage should be applied to VP or WP.The change in flavor alone is exactly what I've wanted to put into my game for over a decade now without getting rule-lawyered to death by players that like jumping from 100' windows without narry a scratch, and I dare say that I would never in a million years return to Hit Points for all the reasons I stated earlier.
By contrast, lowering the massive damage threshold covers all possible situations like this with a single rule (which already exists in D&D!). You don't have to special case the rules to death by defining each and every type of damage as either Vitality or Wound.
Justin Bacon
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