RC wrote:Well, you are going to run into complications, like that you're better off punching a vampire than hitting him with a sword, when you probably want the sword to do more damage, and the punch to do almost nothing, since you can decapitate a vampire and kill it, but punching it basically just stuns it.
What complications? Kung Fu is totally supposed to school vampires, just watch any of the Mr. Vampire movies. If you are going to have martial artist characters at all, and I intend to, they are supposed to do pretty well against vampires with their fists.
In summation, the following things kick Dracula's ass:
* Garlic
* The Wolfman
* Mustard Seeds
* Wooden Weapons
* Shaolin Masters
* Stcky Rice
* Sacred Power
* Running Water
Except for "running water" (a limitation that does not exist in all source material and can be dropped without anyone throwing a hizzy), they are all life effects. Every single one of them, so it works out very simply and easily. If you find some other thing that happens to be a life effect and you are wondering why it hurts Dracula under this system - just don't worry about. The list of stuff that works on Vampires is pretty random, and extremely variable from culture to culture, so if you find something weird that happens to work on vampires because it happens to be a life effect, you can jolly well take comfort in the idea that maybe since these people live in a world with vampires and magic and stuff that maybe they've figured out a few anti-vampire tricks that you haven't.
As to switching to unarmed combat against a vampire on your own look out - I can't really suggest that unless you're a Shao-lin Master. Most people are considered "non-proficient" with their own fists (unarmed proficiency being fairly difficult to get), so they'll open themselves to danger if they attack people who are proficient with whatever weapons they happen to have. If you are a Shao-lin MAster, however, then kicking ass for the lord is what you are supposed to do when confronted with the undead so I don't have a problem with it.
RC wrote:And then how do you handle werewolves aversion to silver? Is silver going to be a special damage type too?
Silver is "Water" so Werewolves are by definition also vulnerable to Acid.
RC wrote:What about unholy creatures being damaged by holy energy?
Well, since we don't actually have alignments, unholy creatures are a little more complicated than that. But a Cowardice Demon or Domination Demon would be vulnerable to Fire, whether it was sacred fire or not.
RC wrote:
I just don't see this working on a macro scale wtihout introducing a damage type for everything.
It has a damage type for everything. Every single thing has a damage type and it works pretty well. 14 damage types is well and truly plenty to do everything you want to do.
RC wrote:You can't even create a creature resistant to normal physical attacks, because all your physical stuff is mixed with your magical stuff.
Sure you could. You just give it a high physical defense and low mental defenses and low elemental resistances. Boom, done. What's the problem? Just giving a creature a high strength and a low charisma would do that fine.
RC wrote:I mean you dont' allow any systems to fine tune it, beacuse everything is clumped together in an illogical system.
No, it is a logical, easy to understand system that doesn't have a bunch of stupid exceptions for everything. Everything is comprehensible, and anything you happen to do follows the pattern of the rest of the magical system. Whenever anyone casts a spell or performs a new bizzare feat, it follows the patterns set down by the rest of the rules. Nothing requires its own special stupid legacy mechanic.
want a vampire to be vulnerable to a wooden stake, but resistant to some guy punching him or hitting him in the head with a quarterstaff.
What the hell for? What does the game gain by having a bunch of bizzare arbitrary exceptions for a bunch of little things? The game doesn't even have a hit location system, why should it have some kind of messed up rules for deciding whether you are swinging or thrusting your stick at someone? That kind of special mechanics leads to all kinds of crap. This kind of thinking is why the Vampire is technically unkillable in 3rd edition D&D. This kind of thinking is why noone could actually tell you how dual wielding crossbows was supposed to work in any version of D&D ever.
Whatever vulnerabilities you happen to choose for your magical creatures are totally arbitrary, because those creatures don't really exist to have checkable vulnerabilities. I have chosen a list of vulnerabilities which is easy to adjudicate in game. No longer do you have to have discussions about whether Mithril is enough like Silver to qualify or any of that crap. Your weapons simply say what kind of damage they inflict and creatures say what kind of damage they resist and it doesn't take any legacy mechanics or ad hoccing to resolve.
It's simple. It works. And most important of all - it's
extensible. The "magic logic" of things is explained at the front end, so you can always tell how a new thing would fit into the rest of the whole. When you get a new blast type it is subsumed into one of the previously existing categories and there is not a constant list of shennanigans of people coming up with new weapons that need to be defended against.
The game works
better when you know ahead of time what all the attack and defense forms are. Secret attack forms makes the game go the way of Iclandic Law, and that's horse shit.
-Username17