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What
a great addition to the D20 system, I was so impressed
when I first noted that Hit Points had gone in favour
of Wounds and Vitality. Then upon reading further
I was so disappointed to discover that Vitality was
just another way to soak up damage, in essence its
still Hit Points but by another name.
Rule Revision: Wounds remain like
Hit Points (i.e. they soak up damage), Vitality on
the other hand does not, it forms a reservoir of inner
strength that a hero can draw upon to perform heroics
(it also fuels force powers as well). Vitality may
be expended voluntarily at the beginning of a combat
round to give the hero bonus points to any action
(most notably defence, but also attack or even saving
throws), it's simply a way to represent the heroes
focus and determination.
This rules modification is open to abuse, it is intended
to give the game a more heroic feel, if you feel that
players are abusing this rule to kill of your favourite
baddies then just remember that expending Vitality
to gain bonuses can be done by anyone with a hero
class. At the time of writing this I have not felt
the need to place a limit on the number of points
that can be spent per round but you may wish to impose
a limit equal to twice the characters level (just
as an example) and you permit new feats that permit
the hero to expend more vitality per round.
Naturally when the hero is out of Vitality he's going
to be out of luck. In my games I have found that not
knowing what is coming next tends to stop players
spending all their characters Vitality in a single
burst… and remember when you run out of Vitality the
normal rules apply (Star Wars Core Rulebook p132). |
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