Editing RPG Lexica:VWX
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==V== | ==V== | ||
− | ;Vitality and wounds system: A modified version of [[hit point]]s, used in some later [[d20 system|d20 games]] to attempt to overcome the | + | ;Vitality and wounds system: A modified version of [[hit point]]s, used in some later [[d20 system|d20 games]] to attempt to overcome the hitpoint gain problem. Under this system, health is measured in vitality points and wound points; vitality points are lost in combat and in other situations where [[drama]]tic immunity would apply, whereas wound points are lost in situations where real physical [[damage]] is inevitable. Vitality points are gained when a [[character]] advances, but wound points are not. Unfortunately, the system assigns a penalty to a character who loses even a single wound point, leading to the intended dramatic nature of the game being disrupted: in one instance in a ''[[Star Wars]]'' game, a [[player]] refused to have their character climb out of a duct above a spaceship corridor into that corridor without a rope for fear that he would take a single point of wound damage from the fall, thus becoming subjected to the penalty for being wounded. |
==W== | ==W== | ||
− | + | ;Wall of Fear and Ignorance, The: The [[game master]]'s screen. | |
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− | ;Wall of Fear and Ignorance, The: The [[ | ||
:Origin: ''[[Paranoia]]'', the RPG | :Origin: ''[[Paranoia]]'', the RPG | ||
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;Whiff factor: The continuous possibility of random failure created by a [[game system]]. The whiff factor varies between game systems; in games where it is too high, the ability for [[player]]s to play in the intended style may be disrupted by the need to continuously allow for random failure. For example, if the players are planning out a commando raid on any enemy installation, they are required to plan for the failure of every action involved, even the most trivial ones. | ;Whiff factor: The continuous possibility of random failure created by a [[game system]]. The whiff factor varies between game systems; in games where it is too high, the ability for [[player]]s to play in the intended style may be disrupted by the need to continuously allow for random failure. For example, if the players are planning out a commando raid on any enemy installation, they are required to plan for the failure of every action involved, even the most trivial ones. | ||
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==X== | ==X== | ||
− | ;XP: Common abbreviation for '' | + | ;XP: Common abbreviation for ''experience points'', which are used in RPGs to reward characters for success in combat, task-completion, and story advancement, and measure how far they've gone in their adventuring careers. |