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2022-01-23, 08:23 PM (ISO 8601)
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- Dec 2018
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- NW PA
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Re: What is Your Favorite Wound/Damage System?
Did you actually go and read how the system works? The vaunted Fireball can do 48 hit points of damage. To the Fighter, that would be 6 wounds inflicted. He might have a CON of 16 and can even Save for half damage. That means the Fighter (even at 1st Level) would STILL have 10 Wounds left before death. IF he makes his saving throw, he would suffer just 3 Wounds from a fireball spell. A Wizard with the same CON of 16 would suffer 12 Wounds on a failed save from the same 48 Hit Points of damage, and be pretty bad off compared to the fighter.
The Hobgoblin chief in the caves of Phandelver(?) does 2D8 damage(?) with his weapon. He would probably inflict a single Wound on the Fighter with each strike. That same Hobgoblin would average 2 Wounds inflicted on the Wizard per average striking damage. Of course, BOTH characters would run out of Hit Points and be laying on the ground winded from that loss of HP before any Wounds actually killed them. Then you have the effect of armor. It will absorb the most common damage types (piercing, slashing, bludgeoning) and that would reduce the wound counts by 1 to 5 based on the armor worn.
Hit Points will still often determine who wins a fight, but the creature in question will be laying on the ground pleading for its life rather than bleeding out.
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2022-01-24, 04:27 PM (ISO 8601)
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- Oct 2010
- Gender
Re: What is Your Favorite Wound/Damage System?
Yeah but a wizard can avoid being hit with that fireball in the first place much more easily. They can counterspell it, or absorb it, or be out of range/around a corner, or be invisible, and so on. Obviously if they take the full brunt of it they'll be in more danger than a fighter would, but that's how hit points work too. That's what I mean when I say gritty wound systems tend to be worse for martials.
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Ext. Sig (Handbooks/Creations)
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2022-01-24, 05:03 PM (ISO 8601)
- Join Date
- Dec 2015
- Location
- Wyoming
Re: What is Your Favorite Wound/Damage System?
I liked a simplified Shadowrun style two tier track of Mental vs Physical with 5 levels of injury; light, moderate, serious, critical, and unconscious and possibly dead. It was a bit of a death spiral but it made a clear risk v reward process.
I must say, that Masks system sounds really awesome!*This Space Available*
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2022-01-25, 10:55 AM (ISO 8601)
- Join Date
- Oct 2021
- Location
- Right here
- Gender
Re: What is Your Favorite Wound/Damage System?
I'm not able to respond often, so be ready for several bulk replies.
Do you have this system saved anywhere? I actually tried developing a system based on Pathfinder where the idea was that getting wounded would slow you down in combat. However, I mostly abandoned the project when I started overhauling magic and combat feats to fit around things like wounds and stamina, as well as changing how certain items worked and started coming to a point where, unless I cleaned it up, it would make FATAL or Hybrid look like Powered by the Apocalypse by the time I was done (In terms of rules. Don't worry, the fluff isn't as horrible as those games).
I am personally a fan of grittier games where combat is something that needs to be carefully planned and executed, which is somewhat strange given my Pathfinder obsession. Rolemaster and Spacemaster seem fun. I will check them out. Hopefully I can find time to run a game within this millenium.
Have you checked out Star Wars D20?
This is cool, I'll check it out as well. It sounds like something I would have a ton of fun with. Also, you technically are still an action hero if you narrow your list of action films solely down to the first Die Hard movie.
I'll look at your thread, because I have no idea what you mean by "gritty 5e rules". I played it quite a few times and personally was turned off by 5e due to how shallow the entire system felt, and that if I wasn't playing a full caster I was only going to have a fraction of the variety and fun everyone else was having. The game, in my opinion, also has this weird identity crisis where it wants to be 3e, but at the same time wants to be it's own thing. However, this is not a thread about ranting about 5e, so I won't write an entire essay about why I don't like the system that much.Graduated top of my class in the Mendev Crusaders
Numerous secret raids on the Worldwound
Over 300 Confirmed Smites
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2022-01-31, 07:01 AM (ISO 8601)
- Join Date
- Dec 2018
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2022-01-31, 07:12 AM (ISO 8601)
- Join Date
- Dec 2018
Re: What is Your Favorite Wound/Damage System?
For Close Combat I prefer a system where wearing armour doesn't make you harder to hit. Armour should be damage reduction. When attacking someone with a sword it should be weapon skill vs weapon skill.
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2022-01-31, 09:58 AM (ISO 8601)
- Join Date
- May 2018
Re: What is Your Favorite Wound/Damage System?
In an homebrew I'm currently helping to design, we have the following system:
(1) Characters have between 0 and 5 HP (recharging at long rest), plus a total of around 3 points of dodging/parade/luck/etc (recharging at short rest).
(2) After accounting for weapon skills and armour reduction, damages ranks are usually around 1d4 (though the dice system is much more complex than that), and the defending character can spend dodging/parade/luck/etc points can be spent to reduce the damage rank.
(3) When suffering damages, the character can chose between losing HP or taking wounds on a randomly determined part of the body (known by the player before the choice):
+ For damage of rank 1, it's either 1 HP or a minor wound (inducing disadvantage to all related checks)
+ For damage of rank 2, it's either 1 HP (same as rank 1) or a major wound (making related actions impossible)
+ For damage of rank 3 or more, it's either 3 HP, or a deadly wound (inducing death if not stabilised quickly)
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2022-01-31, 01:33 PM (ISO 8601)
- Join Date
- Feb 2014
Re: What is Your Favorite Wound/Damage System?
I can honestly say that the Vitality Point/Wound Point system as implemented in SWd20... let's just say I'm not a fan. Having critical hits skip VP and go straight to Wounds might be okay if the typical damage roll (3d8) didn't average out to more than a typical PC's Constitution. I generally like to be beaten up some before dropping, and we don't see PC types in the movies available at the time drop from one hit normally, certainly not from a minion type.
Iron Kingdoms RPG's wound system was interesting. You rolled to hit versus the target defense, then they soaked with armor and stamina. Damage was rolled into three locations, which depending on stats would be like 4-10 hit points, and if all the boxes were filled on that location the target took a penalty to something, but could still function until it went down. After combat, you had an automatic heal that, if you were clever, could uncripple that location. Having locations crippled after healing was bad, though.
I "grew up" with Shadowrun and World of Darkness wound penalties, and as long as it's clear that they don't apply to soak rolls, wound penalties are fine. The first game of Shadowrun I was in, the GM didn't understand that. That was even more of a death spiral than normal.
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2022-01-31, 08:08 PM (ISO 8601)
- Join Date
- Mar 2008
Re: What is Your Favorite Wound/Damage System?
Certainly not the point of this thread, but this (bold) is utterly false. You may have played some game like that...but ICE/Rolemaster uses 1 roll, and *perhaps* a second roll if you got a critical hit. D&D uses at least 2 rolls for every hit. 1 table per weapon. 1 roll per attack. If good enough result, a second roll to resolve the critical.
Yes, there were specific weapon tables, and yes, players had to perform basic arithmetic, but those are the characteristics that made it a distinct (and in my opinion, more enjoyable) combat system. I roll my attack, add/subtract modifiers, and get my result. Learning curve, of course. Once you learn it, as fast as AD&D or every version of D&D I played outside the red/blue boxes.
Added benefit was removing the cognitive dissonance of rolling a nearly perfect attack that resulted in 1hp of damage.
- MNo matter where you go...there you are!
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2022-01-31, 08:48 PM (ISO 8601)
- Join Date
- Aug 2014
Re: What is Your Favorite Wound/Damage System?
I actually rather enjoyed Deadlands Classic's. It had hit locations, injury penalties, stamina versus major bodily harm, and damage trackers, all without being clumsy in play. Plus it handled creatures of differing sizes fairly well in my opinion, and also (for the most part) struck a decent balance between survivability and perceived danger in combat. Even a fairly low caliber revolver can be fatal with multiple shots or a critical hit.
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2022-02-03, 09:29 PM (ISO 8601)
- Join Date
- Dec 2018
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- NW PA
- Gender
Re: What is Your Favorite Wound/Damage System?
Gritty 5e increases the lethality/difficulty by modifying the following...
Hit Points: these are reduced by a die type (ie D6 becomes D4). To help low-level survivability we give a full die type for zero level. So a 1st level Wizard would have 4 + 1D4 Hp. We only add the CON bonus to the Hitpoints ROLL. The max HP per level you can get is STILL the maximum you can roll on that die (ie 4 for the Wizard above).
Proficiency Bonus: we use the following...
0 Level = 0
1st to 2nd Level = +1
3rd to 5th Level = +2
6th to 9th Level = +3
10th to 14th Level = +4
15th to 20th Level = +5
Attribute Bonus: we use the following...
1 = -4
2 - 3 = -3
4 - 6 = -2
7 - 9 = -1
10 -13 = 0
14 -16 = +1
17 - 19 = +2
20 - 22 = +3
23 - 26 = +4
27 - 30 = +5
We also require a Proficiency check to cast spells. The caster must roll a DC of [10 + Spell Level, with cantrips being 0 level] to successfully cast a spell. This check allows the use of any Attribute bonus (based on class attribute used) and Proficiency bonuses on the roll.
Those are just some of the changes we made to make 5e a little "grittier" in play.