[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/tg/ - Traditional Games

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


Janitor acceptance emails will be sent out over the coming weeks. Make sure to check your spam folder!


[Advertise on 4chan]


File: fagrsthdygmfj.jpg (522 KB, 1422x800)
522 KB JPG
I don't particularly enjoy flat HP
>>
bloated HP are even worse
>>
>>98487233
Praedor.
>you get disadvantaged by hp/blood loss
>when an individual damage source is great enough, there is a table for serious injuries - from being knocked prone to limb loss and death. Different body parts have their own tables.
>>
>>98487233
Best at what?
>>
>>98487323
subjective
>>
>>98487233
Then curve it? Skill issue
>>
>>98487233
Savage Worlds.
>>
>>98487237
Yes.
>>98487251
>Death spiral
Garbage.
>>98487476
Garbage.
>>
I'm working on my own homebrew thing for a near future setting. Basically body armor is kind of like HP, then once it's destroyed or hit with AP ammo you roll for various effects like crippling damage to limbs, arterial bleeding that will kill in X-turns unless bandaged, etc. Also, if it hits the head or torso you flip a coin first to see if the target is killed instantly (though some guns have the "Low Caliber" disadvantage and only get a coinflip on head shots). There's a lot more, but I'm still working on it.
>>
>>98488372
>Basically body armor is kind of like HP, then once it's destroyed or hit with AP ammo you roll for various effects like crippling damage to limbs, arterial bleeding that will kill in X-turns unless bandaged, etc.
That sounds stupid.
>Also, if it hits the head or torso you flip a coin first to see if the target is killed instantly (though some guns have the "Low Caliber" disadvantage and only get a coinflip on head shots)
That sounds REALLY stupid.
Are you trying to design a shitty simulator, or a game?
>>
>>98488434
Well, it's for a wargame. I guess it would be pretty unfun for an RPG, having to build up a whole new character sheet over and over with combat being so lethal (unless it's something like Paranoia or WHFRP where getting killed in stupid, pointless ways is part of the whole gimmick).
>>
>>98488452
>Well, it's for a wargame
Wargame mechanics should be fast though.
>>
>I don't like flat HP, I want a wounding system
>but wounds that impact the character are a death spiral and I like them even less
Sound like you prefer HP, ChatGPT.
>>
>>98488452
real life is pretty bad for individual level combat, since getting hurt causes "stun", either from pain or from blood loss
which makes it easier to get additional hits in and cause stun loss
unless you enjoy getting hit once causing you to keel over and then die, then some abstraction is necessary

getting more powerful as you get hurt, limit breaks or berserk mode or whatever you go with, handily solve this problem by making combat a lot less deterministic
but of course, its not realistic in the slightest to become stronger the more you are hurt
>>
>>98488463
>Wounds must equate to a death spiral no matter what!
You're shit at game design.
>>
>>98487233

The Resistance Toolbox
>>
>>98488467
Yes, Claude, that is what an injury is. We already have a way for handling injuries that don't slow you down until you drop dead, we call them hit points.
>>
>>98487233
Broken Empire look promising. It should be coming out soon but love what I been seeing in it as a system.
>>
>>98488467
That's what wounds do irl, so yes.
>>
>>98488473
I kinda like these weird pbta/BITD alikes where the system is held together by vibes, but it's not really what I'm looking for. Thanks tho

>>98488475
>>98488477
>Game = real life simulation
You're shit at game design.
>>
>>98488479
Sounds like you prefer flat HP.
>>
>>98488497
Sounds like you're shit at game design.
>>
>>98488504
Less shit than you. At least I can identify that the solution to your problem already exists.
>>
>>98488517
I can identify that you're shit at game design, easily the worst on the board at it.
>>
>>98488529
Alright, DeepSeek, make a fool of me. Make me a wounding system for a tabletop role-playing game where injury does not degrade the combat performance of the injured character.
>>
>>98488538
You're shit at game design and the type of person who repeats the same joke but louder when nobody laughs.
>>
>>98487504
Then stick to flat hp.
You don't know what you want.
>>
>>98488479
>I kinda like these weird pbta/BITD alikes where the system is held together by vibes, but it's not really what I'm looking for.

Resistance Toolbox is not related to BitD or PbtA, it's a different system. The closest thing to the RT would be Into the Odd.

In the RT, you have different damage tracks that depend on the genre. The classic ones would be Body, Mind and Spirit, but you can have different ones depending on the genre. For example, for office politics, they suggest relationships/reputation with the higher ups, with the coworkers and with the friends+family.

When you take damage, you add stress points to that track (very much like hit points or sanity in CoC). However, instead of having a number of points of damage you can take before dying or getting crazy, you roll under the damage track and suffer a fallout if you fail, which can be minor, moderate or severe.

Fallouts are the most interesting part and they're like specific conditions. A minor body fallout could be disarmed, bleeding or stunned. A severe body fallout can be blind, a broken arm or leg, or downed (incapacited, internal injury and death unless you get medical attention).
>>
>>98487504
>>Death spiral
This has never been a problem in any RPG ever. It's literally just something theoryfags that never actually played any game with penalties for injuries tend to spout.
>>
File: 1583058129026.jpg (88 KB, 492x594)
88 KB JPG
I liked The One Ring's Endurance/Wounds system. Endurance is your fighting spirit and resilience, and it's gained and loss in combat and in roleplaying with relative ease. Wounds are your actual health, and if your endurance is depleted or your defense pierced, you get Wounded, which takes a while to treat and heal. Two wounds and you're unconscious and dying.
>>
File: greatsword.jpg (137 KB, 735x738)
137 KB JPG
>>98487233
I wouldnt say its the "best" But I really enjoy Barbarians of lemuria's health system, not too complex and not too simple. Health is in a pretty narrow bounds for PCs, between like 10 and 16. Pretty much all weapons deal some veriety of d6 damage, d6+ str, 2d6 take lowest, 2d6 take highests, etc. rarely for really big shit do you get 2d6 straight. THis means on average you get to 0 in 3 good hits. I also like the armor because it is variable. you roll 1d6 and subtract -1,2, or 3 depending on how heavy the armor is and that is how much damage is negated. This shows the gambit or armor copletely deflecting damage to being completely circumvented given that damage is usually between 2-5. Ive found it satisfying, pretty simple, and easy to eyeball.


Though theory crafting, I would love a game that does somethinglike death spiral, but instead of making you shittier at doing things as you get hurt, you just become more suspectable to damage and effects. that way you can still be as proactively effective as ever on your turn, but the more you are hurt, the more fragile you become and the easier it is for enemies to hit/impart thier effects.
>>
Each limb has it's own HP, you don't take penalties until the limb loses it's HP. It has some degree of death spiral, but a limb is still perfectly functional with 1 HP as it is at Max. Replicates the effects of an Adrenaline surge.
>>
>>98487504
>Death spiral
It's good though. It adds tension naturally.
Talented characters can still succeed, newbies need extreme luck to survive after disasters.
Things that are truly bad are CC - being stunned, knocked out and unable to do anything.
>>
>>98488467
>Wounds must be buffs
Oh you're one of those.
>>
>>98490661
troon typing pattern
>>
>>98488745
You got raped so hard you had to samefag.

>>98489265
>This has never been a problem in any RPG ever.
Yes it is, nogames.

>>98490451
Endurance sounds just like ablative HP, no?

>>98488822
>Resistance Toolbox is not related to BitD or PbtA
I didn't say it was "related", I said it was alike to it and held together by vibes. Which they are, objectively.

>>98490526
Lemuria's still just HP, except way shittier than most systems, and that's saying something.

>>98490540
I've tried systems with this. The problem is that people would just try to target whatever your most useful limb is, or whatever would take you out of a fight (e.g. your 'Head' or 'Core'). It made fights really boring and fast, and if targeting was fully random it just made fights super swingy.

>>98490585
>It's good though.
No. It doesn't add tension either. Death spirals are a lose more mechanic that make optimizing necessary because once you're in it, you're going to lose unless the GM cheats for you.
The right way to do it is to make a delayed death spiral where players have wiggle room and only get caught in the spiral if they have truly fucked up, and this still only works if the game has highly deterministic mechanics.
>>
>>98487233
medical trivia system
make em learn for it
>>
>>98490745
>Lemuria's still just HP, except way shittier than most systems, and that's saying something.
Yah, well I took the excuse to talk about health in general. And I liked the idea that BoL has that most anything from a dagger to a two handed warhammer can do the same damage maximums and minimums, its just that one has a higher likelyhood in base combat. The idea that a dagger to the throat can do as much leathal damage to someone asas a hammer to the skull in the right situation rather than one doing strictly more damage.
>>
>>98487233
You didn't tell us which type of game you are talking about.
I suppose RPG.
For them something like Savage World like anon said is IMHO ideal.
>>98487476
I don't like the hit/wound roll of Savage World but I like the injury.
You have something like 2-4 wounds, when you get one you have an injury that gives you some penalties.
HP are too gamey and ruin the immersion.
>>
File: images.jpg (70 KB, 468x655)
70 KB JPG
There's only so many ways you can approach this.

>flat HP pool, damage has no effect until you hit 0
most versions of D&D
>death spiral (gradual injuries make you weaker)
World of Darkness
>reverse death spiral (gradual injuries make you stronger)
don't have a good example, maybe World of Darkness again were one clans has power to "inverse damage penalties into bonuses"
>location "body parts" that can be damaged/disabled separately
Warjacks in Warmachine skirmish game
>pure narrative - there's no damage tracking, you go down when GM decides
probably some "vibes over mechanics"

and that's about it, you can spice it up with card drawing, additional randomisation rolls, or keeping the information partially obscured but fundamentally you're always picking one of those
>>
File: 61D27NY9AsL-3398491046.jpg (131 KB, 1600x1600)
131 KB JPG
Everyone gets one of these to represent their PC.
GM gets a dremel, lighter and some chemicals if you want to get fancy.
Attacks are % based, degrees of success are fractions of seconds the GM applies damage to the armature with appropriate tools.
Rough ballparck of every 5% is .5 of a second.
Players are responsible for 'healing' their own armature with wood working, representing downtime.
If the armature can't move in certain ways the PC can't perform those actions.
Anyway go make a kickstarter with it.
>>
>>98490745
>Death spirals are a lose more mechanic
Win less if your character is up for it, and since it only amounts to more numbers..
Since you don't know how Praedor works you judged it beforehand. The difficulty is added by adding more dice and making it more difficult to make a successful move. However, each dice also increases the chances of a critical success and failure. 3x I is crit or 3x VI as fumble. Getting those is very rare if your character doesn't have any difficulties or challenges. You get that even without wounds - attack makes block more challenging and vice versa. There are ample methods to making things easier as well.
>because once you're in it, you're going to lose unless the GM cheats for you.
Absolute bull. Not only is your character not alone, they can approach it in a manly fashion.
>>
>>98490661
Kek that could actually be fun if you simultaneously tracked HP
Reach 0 and you die, but every wound makes you stronger before that
>>
>>98490850
>And I liked the idea that BoL has that most anything from a dagger to a two handed warhammer can do the same damage maximums and minimums
Which becomes incredibly stupid the moment damage matters for something other an adult human. That and it's just a lame mechanic.

>>98490873
Garbage.

>>98490937
>There's only so many ways you can approach this.
There are more ways than you clearly know, but this is for people who actually play RPGs.

>>98490998
That's cool conceptually but I don't think that level of precision is something most nerds could manage. If you used clay for the armatures and a bb gun it could make for a sick boardgame though.

>>98491012
>Win less
Lose more.
>Since you don't know how Praedor works you judged it beforehand
Yes. I am not going to buy your shitty indieslop. You made it sound shitty and lame, not me.
>Absolute bull.
It's a statistical fact of death spirals.
>>
>>98491219
Isn't there some game where the minis are made of clay already? Wish I could remember the name, it looked kinda cool.
>>
>>98491219
>There are more ways than you clearly know
Suuure, let's wait and see if some of them end up getting mentioned.

>>98491292
Necromolds?
>>
>>98491292
Necromolds? Splat? There's a couple out there I think.

>>98491338
Some of them already were. You're a nogames.
>>
>>98491219
>precision
Not required. Perhaps better without it really.
>>
>>98487233
Starfinder 1e had an interesting take.
You had Stamina Points and Health Points.
Your Stamina pool was larger than health by far and most sources of damage had to deplete stamina before hitting health. Stamina was pretty damn easy to regain with some rest and minimal care, Health was more of a bitch to regain.
Poisons, diseases, and other things directly bypassed stamina and hit health making traps, poisons, environmental hazards, and the like MUCH more deadly as a result.
SF is a fucking mess of a system but this aspect of the game was pretty great and of course it was axed from the rules when 2e came out only existing as optional rules that weren't baked into any kind of the standard rules so nobody fucking uses it and traps and such don't have math reflecting the distinction.
>>
>>98491413
It's just slightly different flat HP. You can certainly make it to resolve a contradiction (Wanting certain things to be lethal while still having massive fucking HP bloat so combat doesn't end in 1 turn), but it has all the same problems and zero advantages over a typical flat HP system.
>>
>>98487233
Every time you get damaged in the game, the DM hits you with a hammer, with more damage equaling larger and heavier hammers.
Your character dies/passes out when you do.
>>
>>98491538
>Combat is simultaneous five-finger-fillet
>GM may rule when a player's speed is too slow, failure to keep up with GM speed is tapping ou tof the combat
>>
>>98491219
>Which becomes incredibly stupid the moment damage matters for something other an adult human. That and it's just a lame mechanic.
IDK, has worked for me, and I am also particular with health systems.
>>
>>98491643
>IDK, has worked for me
And? It's simply a fact that it makes no sense.
>and I am also particular with health systems.
No you aren't.
>>
>wound penalties lead to death spiral!!!!
>look inside
>literally smaller penalties than a D&D debuff spell like bane
Do non-D&D players just give up the instant they fail a saving throw when they play D&D?
Because apparently getting a -2 on attack rolls is some insurmountable penalty that guarantees you will lose without the GM cheating in your favor.
>>
>>98487233
unironically I tinkered with MERP, worked good enough
>hp pool, you lose all, you die
>hp has conscious threshold
>normal wounds make just hp loss
>system has inbuilt crits, very often it's 1-5 hp blood loss until treated, but also stunning, less or more serious handicap that could develop into more permanent injury
>>
I use colored dice for Health. D6's and you have 4-5 to start with. You roll the dice to perform your actions, combat moves require x points to perform, movement, skills, etc. When you get hit you shift your die down a color from green to yellow to red. Red get removed and don't come back until you spend a turn recovering and avoid being attacked. Some spells, abilities, and potions can recover lost dice or bump them up in color or even add a temporary die you can roll.

It makes combat pretty cool, since you can do quite a lot but your options become limited as you tank damage.
>>
>>98491338
>>98491343
Yeah, Necro Molds! Thank you!
>>
>>98491706
>And? It's simply a fact that it makes no sense.
no? it an abstraction like every game system, and I like how all moderately deadly things are some veriety of 1d6+ bonus. Something not that deadly, use 1d3, very deadly 2d6.
>No you aren't.
I wont Say I am the most well read, but I have had my experience with D&d 1e 5e, and (modified) 3e, Traveller, Warhammer fantasy 2e, warhammer the old world, Call of Cthulu, Fate, Risus, werewolf the apocolypse, and dominion rules, and I found Barbarians most to my liking.

Though I do have to say it is not the best for scaling adventures, there isnt a lot of incrementality you can do before you get really overwhelming.
>>
>>98491933
You should learn to play more than 1 system. Actually, you should play any system at all.

>>98492034
Crits being more than just extra damage is nice but it sounds like it's still just a flat HP system, isn't it?

>>98492150
Pretty cool idea. Do certain colors have differing effects with certain abilities/spells?
>>
>>98492277
>no?
Yes?
>it an abstraction like every game system
It's a bad abstraction. Not only does it make everything feel samey, but it makes no sense.
>I wont Say I am the most well read
I mean you obviously aren't and given you listed some of the most basic bitch shit imaginable, yeah that's clear.
>>
>>98490745
Death spiral mechanics are a retard filter. Essentially, if you started the fight 100% even Stevens and take a serious hit/wound with penalty, you've now lost. You haven't died yet, but you're fucked.
A smart player will then parley or escape to fight another day. A retard will press on. This efficiently ensures a retard always comes a cropper on a long enough timescale whereas a smart player takes knocks but then pulls it back.
>>
>>98492279
>You should learn to play more than 1 system. Actually, you should play any system at all.
>thought terminating cliche #2
Thanks for conceding.
>>
>>98492383
>Death spiral mechanics are a retard filter
Yes, in the sense that only retards think they are inherently good for games.
>A smart player will
A smart player will never ever get in that situation because they know they can't take the hit without losing. A smart player will make the most minmaxed character they can, and will raise objections and try to argue the rules into their favor at every opportunity. And they're really not even wrong to try because the game heavily punishes them for not doing so.
>>
>>98492279
>Pretty cool idea. Do certain colors have differing effects with certain abilities/spells?

Yes, Some spells and combat attacks have enhanced effects if you roll dubs or trips on the same color dice. Usually just triggers a crit or allows a die reroll. I don't require colors to cast spells or perform actions though, that didn't playtest well. I like to keep the players with as many options throughout the encounter as they can, unless they are careless and take too much damage. It helps put a little fear in new encounters, since a tough battle can really reduce their options.

The hardest part was creating the fighter combat skills so I just janked them from video games and tacked some points on them. Most of the time an attack only ever deals up to 5 damage on either side with some exceptions. Considering every player only has 4-5 dice and they will not always be max green color, they have 15 health at most. Average about 8. I have it so the classes have set dice and colors at each level, and when you level up you can up a color on one of your dice or take a new skill/power ect. A mage for example starts with 1 of each color die. A fighter starts with 2 green and 2 red. Cleric has 1 green 2 red.

I'm thinking of adding a kind of points reserve based off a constitution bonus just to let bad rolls have some augments. Sometimes it would be nice to have a few points available outside of the dice that can be used to drink a potion or move away or get that better combat action for more damage. They'd be a daily thing or maybe recoverable by a turn resting per point.
>>
>>98487233
L5R 5e, "health" is stamina rather than meat points, only a critical hit is an actual solid blow, and any character can die from one instantly, from the weakest peasant to the most powerful demon lord. Meaning you can portray characters as both immensely tough, yet a lucky strike can win any fight.
>>
>>98492431
Being a min-maxing rules lawyer is always a losing strategy because you're going up against an unlimited-budget rules judge with no court of appeal. Someone plays like that in my game? I break them in two.
>>
I miss the janitor that just deleted all wojaks and pepes.
>>
>>98492551
>Being a min-maxing rules lawyer is always a losing strategy because you're going up against an unlimited-budget rules judge
No, you aren't. The GMs job is not to go "against" you unless you're playing a really shitty oldschool dungeon crawl, and even then he's really not.
>Someone plays like that in my game?
It would be tough for that to happen 'cuz you're a nogames.

>>98492538
Garbage.
>>
>>98487476
This is my vote. Fights are fast, hits mean something, but there isn't a lot of finnicky book keeping.
>>
>>98490745
Big Oof there redditart. You're showing too much power level.


>>98487233
>I don't particularly enjoy flat HP
Then you don't understand flat HP. It's not meat or morale, it's Ablative Plot Armor.
>>
Are sharty posters this hard to please
>>
Best is a pretty dumb word here.

Anyway, a system that is dear to my heart in fantasy with baddass heroes is Tenra Basho Zero.
>>
>>98492817
Stay mad samefag.

>>98492849
It works because it's subjective and provokes people to talk about what they think is best.
>Tenra Basho Zero
Never heard of it, how does it work?
>>
>>98492803
>Fights are fast
No they aren't.
>Hits mean something
Not really.
>but there isn't a lot of finnicky book keeping.
It has as much (If not more) bookkeeping than the average game.
>>
>>98492826
Yes
>>
>>98492431
lol you're right anon, the filter works. This guy got filtered.
>>
>>98487233
Use Fatigue as a resources to roll attacks and to roll defense against attacks. If you fail the damage goes the armor. If it bypasses the armor it goes to your HP but the HP are dealt with like real life. You don't have many of them, they're slow to heal and if you're injured your Fatigue's lowered.
>>
>>98492946
Sounds terrible.
>>
File: images.jpg (38 KB, 364x492)
38 KB JPG
>>98492866

You have a normal track of mostly "cosmetical" wounds, that would be cleaned away next scene in any case, and a few small "serious" wound track that are long time consequences. You select where to take damage - and if you want, you can select the latter tracks to have a generic bonus to everything, at the cost of long term consequences, or even death.

It REALLY simulates well your usual power-up and "now I'm getting serious" shtick.
>>
>>98487233
I use logistic regression, with an X predictor variable being the ratio of attacker/defender rolls. If the threshold is met, you roll in a table of effects.
>>
>>98493015
Very cool and anime. I'll see if I can find a pdf for it, thanks.
>>
>>98487233
Flat HP with wounds chart for critical hits and permanent injuries chart for going below zero HP.
>inb4 dead at zero
>>
>>98492866
>Crying samefag at a brand new poster
>Not making coherent points
>Actually angry
Ouch
>>
>>98492993
That's because you're a retarded faggot.
>>
>>98493128
This is just flat HP but with a deathspiral at the end of it. It's slightly more interesting than just flat HP but it's not what I'm looking for.

>>98493150
Angry samefag is angry.

>>98493159
Not my fault your idea sucks.
>>
>>98493164
Not my fault you're a retarded faggot either and yet here you are, being retarded and faggy.
>>
>>98493167
>N-no u
Your idea sucks and you're not creative.
>>
>>98493177
That's not my idea you retarded faggot and it works great.
Being "creative" is what retarded faggots value so I'm not surprised you'd even mention that.
>>
>>98493164
>Doesn't even know about posting cooldowns
Retarded and a newfag.
Pathetic.
>>
>>98493186
>That's not my idea you retarded faggot and it works great.
Works like shit and you admit you're unoriginal.
>W-who wants to be creative anyways
Lmao you're a loser.

>>98493215
Samefag thinks nobody knows he's a passfag.
>>
>>98493164
Anything beyond flat HP can get clunky, fast. Perhaps you'd prefer GURPS?
>>
>>98493320
>Anything beyond flat HP can get clunky, fast
Flat HP Can get clunky too.
>>
>>98493320
>Anything beyond flat HP can get clunky, fast.
So can flat HP. I'm not interested in what something 'can' be but what it is instead.
>GURPS
Nah not my thing. Generic systems tend to be bad and the more they try to cover the worse they usually are.
>>
You seem incredibly deranged but because I haven't seen it mentioned yet what about how FATE's health works?
I don't care much for FATE but I actually did enjoy its health system, you have a physical and mental stress track with a number of boxes. Every time you take damage you mark the box on your track for the amount of damage you took, so if you get hit for 5 you mark the 5th box on your track, if you get hit for 1-4 you mark those boxes and if you get hit for a box thats already marked you mark the next highest box. If you ever get hit and would have to mark a box above your maximum you get taken out. You can take minor and major injuries to reduce the damage from any single attack which is usually used to keep you in the fight if you would be taken out, stress boxes heal at the end of combat IIRC(dont quote me its been a while) while injuries require some amount of healing/advancement. You might not want to use FATE itself but the concept can be transferred to other systems with a bit of work.
>>
>>98493410
I've never looked at FATE because its pitch didn't appeal to me at all, but this sounds like it could be useful.
>You can take minor and major injuries to reduce the damage from any single attack which is usually used to keep you in the fight if you would be taken out
I assume Injuries are debuffs/penalties?
>>
>>98487233
for simulation or to avoid bloat?

i recommend focusing on armor, deflection and dodging and make every attack 1-hit-kills
>>
just use to-hit rolls from D&D, and accept that a solid blow = death, or dismemberment/organ damage/retardation to the point an adventurer would have to retire.
>>
>>98493443
They can compelled the GM to give you penalties.
>>
>>98493443
>I assume Injuries are debuffs/penalties?
yes but not quite directly, they play into the aspect mechanic the system uses so instead of giving you a -2 to all your rolls having a "broken arm" consequence/injury gives the GM an easy straightforward detriment to play on when he goes to invoke the negative aspects of your character to make a situation harder for you. Its hard to give a better picture without also explaining how aspects and invoking them work, that part is probably harder to port to something else if you didn't like FATE but you could probably make something work.
>>
>>98493236
>Instant seethe
>Thinks pass dodges cooldown completely
Utter newfag energy
>>
>>98493480
>for simulation or to avoid bloat?
Neither.
>i recommend focusing on armor, deflection and dodging and make every attack 1-hit-kills
Why?

>>98493528
Garbage.

>>98493532
>>98493561
I think I get it, if I do it's pretty decent, I like it being more interactive than a typical injury system.

>>98493738
You got caught lying stay mad.
>>
>>98487233
If wounds are a death spiral (and this, for some reason is bad), what kind of wounds are you playing with?
Loss of limbs and cybernetic replacements is cool. Fantasy equivalent would be magical or monstrous limbs.
You can't expect a loss of a limb to make things easier, do you? Same thing for an eye.
Also, there are times when the players can surrender.
>>
>>98493807
Why do you keep trying to insist death spirals are good? You're retarded.
>>
>>98493352
Flat HP itself shouldn't be clunky but the system around it can be.
It very much depends on what level of resolution you are interested in.
>>
>>98493816
They apply to the enemy too and healing is still a thing, letting players escape the spiral if they're not too deep inside.
What kind of wounds are beneficial in the short term? None.
>>
>>98493844
>Flat HP itself shouldn't be clunky
But it can be.

>>98493846
You didn't answer my question. You're retarded.
>>
>>98493807
>and this, for some reason is bad
if getting hit makes further hits and counter-attacks less likely, then this makes the outcome of engagements decided in the first few rounds of combat

while realistic, this does not make for very engaging gameplay unless the game is more concerned with what happens after combat rather than during
hence, games designed specifically for combat will actually make characters stronger the more damage they take or add ways to heavily mitigate the first strike advantage because games are most engaging mechanically when its a tug-of-war with both sides taking and losing the initiative rather than the first guy snowballing an advantage until they win

while having party members can alleviate the death spiral by having party members cover anyone wounded
it can also exacerbate the snowball effect since a wounded character having reduced action economy and turn a 5v5 into a 5v4
>>
>>98493774
Go give FATE a read then, it's troves should still be easy to find. Personally I don't use it because it feels like its too easy for the game to turn into a dick measuring contest of stacking modifiers(which is what happened the last time I played with FATE but to be fair we kind of mangled the system in that game) but I do think its a fun system and worst case scenario you might at least get some ideas to use in your favorite system instead.
>>
>>98491933
It incentivizes munchkin-or-suck-forever mentality (better stats to begin with = less chance of entering the death spiral and a bigger buffer the instant you inevitably do) and I personally don't like that.
>>
>>98493856
>while realistic
It's really not realistic either, dipshit nerds just jerk off to the thought that death spirals are because they aren't physically active.
IRL injuries tend to kill you so slowly it doesn't have much effect on your immediate capacity to fight or kill you really quickly. Pain isn't much of a limiting factor either. It's why boxers are capable of fighting for round after round instead of someone just winning in 20 seconds because one guy connected first.
You can find plenty of examples of stabbings or shootouts where someone gets stabbed/shot and doesn't realize it (sometimes even shot multiple times) until the fight's over or just drops instantly too.
>>
>>98491933
>>98493885
giving up an action to cause a debuff is either actually fair or sub-optimal compared to just attacking them
causing a debuff on dealing damage improves action economy because you now cause stacking debuffs from doing what you were already doing rather than any kind of trade-off between killing or weakening
>>
>>98493896
>It's why boxers are capable of fighting for round after round instead of someone just winning in 20 seconds because one guy connected first.
boxers can fight for so long because they have gloves on

bare knuckle brawls are quick and dirty and almost entirely decided in the first few seconds
add in swords, then real world combat is even swingier because almost every wound that isnt just a nick causes noticeable loss in your ability to win, real world combat with bladed weapons were also decided quickly and in the first few seconds
>>
>>98493898
>giving up an action
My impression was Damage (A Normal Consequence of Combat(tm)) = Debuff
You're attacking the enemy anyways, that's not a waste of an action, that's that's just business as usual
>>
Realismchud's Law: The longer a discussion on realism/simulationism/HP goes, the greater the chance of reinventing FATAL from first principles
>>
>>98493909
>boxers can fight for so long because they have gloves on
Wrong, boxers fought longer bare knuckled. Gloved boxers fight shorter and faster because the padding protects their hands and lets them swing as hard as they can which leads to easier knockouts.
Like I said, you dipshit nerds have no idea how real fighting works. You were better off when you thought hollywood was real life.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.