any recommendations for systems for the following?1. rolling where an attack hits you2. temporary and permanent debuffs associated with damage to that body partit would also be nice to have the following:>rules for handing what direction the attack comes from>rules for handling the type of attack (e.g. thrusting vs slashing)>rules for nonhuman animals, in particular quadripeds
>>98574647 (OP)Use BattleTech rules for Mechs as a guide and extrapolate from here?
>>98574647I'm also working on a version of this sort of system (delayed because I don't have the incentive of having players), and here is how it works.1: Determine what type of swing you are using.>Swinging represents any attack that moves along a track that is noticeably non-parallel to the direction between you and the target, i.e. slashes, claws, bludgeons>>Swinging takes into account both where you are in relation to the target, and where you are swinging. For example, being above the target (this includes height) makes swinging downwards more effective, while being below it makes swinging upwards more effective>Thrusting represents any attack that moves directly toward the target, such as projectiles, punching, and stabbing>>Thrusting just has sub-conditions for your position in relation to the target, including above or below, left or right, and front or back, but you always thrust the same way2: Determine where you are aiming (as a general zone on the body), this determines which column you roll on>Calculate modifiers based on the combination of your direction, target, and position, for example it's easier to hit the genitals if you are swinging upwards from below the target3: Roll 1d100 with modifiers (including your attack bonus), and the result determines where you hit. The lowest bracket (which could be as high as 01-50 for locations like the head) is "miss", which means that you don't hit anything, and the highest is the location you were actually aiming for4: If you hit a zone, roll for what happens based on the damage type and amountI'm planning to use the same macro-hit locations as FATAL, with the addition that you can aim for "random front", "random back", "random above", "random below", "random left", and "random right", which are mainly used for traps and projectile volleys that originate from a certain direction but are not aimed, as well as for missed attacks.
>>98574647I found them to be far too slow for my taste, but I want to know what do you expect out of this system.Do you want it to improve create effects that the game can use? Provide narrative weight to the wound? Simulate true hand to hand combat? Each of these requires a lot of complexity and is time consuming, if you want all of them, you are approaching the need for digitized version of what you want.
>>98574898Fuck no, BT is garbage
>>98574647I would suggest checking out Broken Empire TTRPG, they have a great system for this.
>>98574647>party gets in combat with a centipede>4 hours later>"aight guys, round 2"
>>98574647This kind of system seems awesome and immersive right up until you actually have to run it, and it makes combat take literally all session.I've run it before, never again. Same goes for brutal injury systems too.
>>98575565What's your issue with BattleTech's hitbox system?
I'm surprised GURPS wasn't the first response, since it does almost everything OP wants.>>98574647>1. rolling where an attack hits you>2. temporary and permanent debuffs associated with damage to that body part>rules for handling the type of attack (e.g. thrusting vs slashing)>rules for nonhuman animals, in particular quadripedsGURPSyou can pick where you attack at a penalty (-0 to hit torso, -2 to hit arms, -5 to hit neck, etc) or you can roll for a random hit location on a table.Weapons can be used to thrust or swing, and there's a variety of damage types with different effects depending on location (cut, impaling, piercing, crushing, burn, toxic, corrosive...)Quadrupeds are appropriately statted yes, including what happen if you cut off 1 out of 4 legs. Not just quadrupes, any number of limbs.The direction of attack is a bit weird, do you mean like how it's handled in vidya like mount and blade, where your slash can come from left or right?Or do you mean facing in tactical combat where if you attack someone from the side they have a penalty to defend?GURPS has the second one, but not the first.>>98575785This guy is full of shit, OPThis was never an issue in any RPGs with hit locations I've run, including only war, gurps, and even the battletech rpg. Fuck even adding such hit locations to D&D combat doesn't make it that much slower either, I've tried that before.
>>98575993>GURPS
>>98575682???I don't get your joke.Do you think each legs gets its own action? Why would the number of legs slow down combat?
>>98575993>This was never an issue in any RPGs with hit locations I've run, including only war, gurps, and even the battletech rpg.What kind of players did you have? You are literally the first person I've met who doesn't agree it makes combat take for-ever.
>>98576006I'm tryin to say this way of tracking damage heavily depends on having humans and everything else would complicate things.
>>98576013Wait, I think I realize the problem. Instead of just using hit locations, you played a system that requires you to roll for a random hit location with every attack? Yeah that would slow it down a bit, but it's still just one extra roll.Either way in the systems I tried you don't roll randomly unless you specifically say so when making an attack.>>98576014You don't need to keep separate HP for every single leg. Even GURPS goes "it's too much work to track each limb HP, but if you really really want, here's the rules for this" in Martial Arts. You just check if you done enough damage to cripple a limb, otherwise you just do normal damage.
>>98576002I've looked the thread up where this pic came from, and it's the most uninteresting series of posts ever madewhy did you think it was worth screenshotting is beyond me.I'm the first person to give you a reply too.
>>98576028Yeah the thread was boring, I just found the 5 posts in a row about GURPs amusing. I think it succinctly represents how some people will just answer "play GURPs lel" as the answer to literally any question on this board.
>>98576035(me)It's usually the correct answer, but regardless
>>98574647Rolemaster, any edition.1.>roll to see if your weapon gets past your enemy's defense, it deals concussion hits and sometimes a critical marked by a pair of letters>roll d% again for location and look up the matching lettered column on the table for severity>all creatures use the same tables>there's rules for interpreting the tables when there's many legs, no legs, wings, tails, and determining which side got hit>different tables for attack types, in Unified there are 15 and past editions had more2.>most criticals cause some form of injury with a penalty to actions>rules for magical and mundane treatment of each kind>injuries become permanent if you roll doubles on one of your recovery rolls
GURPS handles all of those rules. But it does slow down the game. Extra rolls, extra information needing to be tracked, etc. will always slow down a game, no matter how quick it is. Even one extra step adds up. From a GM perspective, those extra steps add up very quickly when you're handling multiple combatants. From a player's perspective, it may not be as obvious since they're only handling one combatant typically.The only system I've ever played that handled Hit Locations quickly without extra steps is Wild Talents. You have a wound track for each hit location, rather than a general health pool. The system uses the One Roll Engine (ORE) which, for better or worse, handles hit location, damage, success, etc. in a single roll. You roll once when you declare your action(s) and the results can be entirely determined from that single roll. No extra steps. Unfortunately, that system can also be very slow to play because that single roll also determines the order in which actions take place. So every round of combat goes through everyone declaring, then rolling, and then ordering and resolving the rolls based on the results. Which can be time consuming and slow for newer GMs.
>>98576449>GURPS handles all of those rules. But it does slow down the gameThe thing is that you only need to use those rules when the player asks for it.If the player just says "I attack" you don't need to track anything, just roll damage and reduce it from hitpoints.It's when the player say "I'll attack the wing of the dragon" then you actually start tracking the penalties, the wing HP, and the penalties for a crippled wing.This applies to most games with hit locations. Most of the time it's simply an option, which is nice to have that makes combat more fun.
>>98574647Top Secret: S.I. is the system you're looking for. Made in the 80's for James Bond spy shenanigans, but it's got most of the things you're asking about
>>98574647I dunno, I had to make my own.
>>98575498the main point is to1. slowly cripple and eventually kill characters2. create a source of attrition in larger groups like clansnow that I think of it, it's probably enough to have "roll for permanent damage" at the end of a fight
>>98574647The best game for human damage simulation was definitely the old BTRC house system from the 90's used in the games Warpworld, Timelords, and Spacetime. Almost impossible to find in dead tree edition, there are scans out there.Later BTRC would distill the system down into a less crunchy but easier to play game called CORPS, also out of print and hard to find.
>>98574647The first question you should be asking yourself:Does the game actually benefit from having this system - and if so, how?Too many faggots add elements tot he game, because they feel they "should", rather than achieving any kind of design goal.
>>98574647Riddle of Steel.You want Riddle of Steel.
>>98574647Make it based on an exterior splint design with your game mechanism as the quality of materials and
Nechronica, lol.
Phoenix Command. Was designed for this.
>>98574647FringeworthyBasically a stargate rpg before stargate was even a concept, some alien furries got galactically genocided by their own shapeshifting diplomat slaves turned john carpenter Things and humanity is now exploring the gate network.Important part is you can mix and match damage as just a hp pool or have locations with special effects and ballistics can do things like fragment or ricochet off bones to cause further soft tissue damage. That 1d6 pistol gets really scary when someone gets hit in the leg only it bounces off their femur and up through thigh, crotch and abdomen for multiple instances of organ damage and arterial bleeding.
>>98575565rude