A few points regarding the vitality/wound point system that I`m not sure
were clear from the post introducing the changes or from later discussion:

1. There is no saving throw required when one takes wound damage. The
effects are automatic and can only be changed by healing the
damage. Rolling the saving throw for the damage always struck me as a bit
of an odd game mechanic and it seems like something that would slow down play.

2. There`s a fairly minor, but significant change to the proposed system in
that being reduced to 0 wound points is NOT fatal. There is no -10 rule,
but if you take a look at the table on the effects of damage you`ll see
that both vitality points and wound points must be reduced to 0 in order to
kill a character. Now that might not seem a big difference from the
standard V/W system since characters are generally killed by wound damage
after their vitality points have been reduced to 0 first, but it does
address the issue with the "lucky critical" hit from a creature. Unless
the victim`s vitality points have been reduced, most heroic characters can
only be knocked unconscious by such an attack. Any foe capable of
delivering a critical blow that would kill a character (by reducing both WP
and VP to 0) would be capable of delivering the same blow as standard
damage and killing the character.

3. I was thinking I`d combine this system with a 2d10 roll rather than d20
for attacks, which would make those critical hits less likely.

Laters,
Gary

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