Vitality and wound were okay and I could work with them, but man, when you've had a soldier for almost a year running and he's trucking around in blaster-dampening armor and a few other nice protectives, including that crazy anti-blaster aerosol crap, and one stupid lucky smuggler with a carbine just knocks you to -9 and you don't stabilize right away, it's gets a LITTLE nerve-tearing. Specifically when the soldier in question still has 70-some odd vitality left.
Yeah, that sounds like a real pain in the tail alright. At least now the system should be a bit less painful since it'll be hard to one-shot kill someone who's been around a lot. Seriously not very cinamatic if the hero dies to a completely random, lucky shot. Shot in the back by a friend maybe, but not a lucky shot.
a lot of it was talking about the old system, and describing HP in general. essentially, it's just plain old HP, with a single addition, that if a character takes over a certain amount of damage (based on fortitude, i guess) from a single attack, they start to get penalties to skills and attacks etc, as a way to describe the fatigue of combat.
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Vitality and wound were okay and I could work with them, but man, when you've had a soldier for almost a year running and he's trucking around in blaster-dampening armor and a few other nice protectives, including that crazy anti-blaster aerosol crap, and one stupid lucky smuggler with a carbine just knocks you to -9 and you don't stabilize right away, it's gets a LITTLE nerve-tearing. Specifically when the soldier in question still has 70-some odd vitality left.
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Lav: Don't look at me. I'm not gunna GM for you Rhan.
Rhan: ;_;
--Rhan & Lav