Dead Guy
Cipher
- Joined
- Sep 12, 2012
- Messages
- 281
Haven't played a lot of English PnPs, really. The Vampire rulseset had a good pace to it but I found it too simplistic.
My favourite system is EON, a Swedish fantasy RPG. It has an incredible combat system that handles armor and damage types (slashing, crushing and piercing) miles better than anything else I've played. It also handles injuries in a comletely unique way compared to boring hit points. All this intricacy obviously makes it extremely clunky and slow though, so it's not for everyone.
It also had a version of the "eploding" dice, but instead of taking the max from the first roll, you rolled two new dice for each one that had exploded, making it possible for the exploded die to score lower than it did to begin with. Skill checks were made against skill level, usually between like 5 and 15-17 depending on experience. Depending on the difficulty of the action performed, you used more or less D6, easy = 2d6, normal 3d6 and so on. Performing many actions during a round of combat made all the rolls one level more difficult. So if dice started exploding for a skillcheck...
Most damage rolls were also made using exploding d6, and depending on how high a total you rolled, you'd do an amount of more dangerous effects compared to base damage for that weapon which was usually counted as X pain, Y trauma and Z bleeding points. The effects were then rolled for and could range from a slightly bigger gash caused by a slashing weapon, to hitting an artery causing massive bleeding (and certain death in a few rounds), or crushing bone with a crushing weapon for extreme pain and trauma leading to very likely loss of counciousness but not too likely to cause death depending on where you were hit.
It led to some amazingly unpredictable results, for example someone started a bar brawl for fun, some bum pulled a small knife and stabbed him and the dice started exploding, and he was struck in the heart and promptly died from blood loss a turn later. Combat was so much more dangerous than in some other systems. It made it more about not getting hit at all in the first place rather than people just wailing away at each other like idiots.
My favourite system is EON, a Swedish fantasy RPG. It has an incredible combat system that handles armor and damage types (slashing, crushing and piercing) miles better than anything else I've played. It also handles injuries in a comletely unique way compared to boring hit points. All this intricacy obviously makes it extremely clunky and slow though, so it's not for everyone.
It also had a version of the "eploding" dice, but instead of taking the max from the first roll, you rolled two new dice for each one that had exploded, making it possible for the exploded die to score lower than it did to begin with. Skill checks were made against skill level, usually between like 5 and 15-17 depending on experience. Depending on the difficulty of the action performed, you used more or less D6, easy = 2d6, normal 3d6 and so on. Performing many actions during a round of combat made all the rolls one level more difficult. So if dice started exploding for a skillcheck...
Most damage rolls were also made using exploding d6, and depending on how high a total you rolled, you'd do an amount of more dangerous effects compared to base damage for that weapon which was usually counted as X pain, Y trauma and Z bleeding points. The effects were then rolled for and could range from a slightly bigger gash caused by a slashing weapon, to hitting an artery causing massive bleeding (and certain death in a few rounds), or crushing bone with a crushing weapon for extreme pain and trauma leading to very likely loss of counciousness but not too likely to cause death depending on where you were hit.
It led to some amazingly unpredictable results, for example someone started a bar brawl for fun, some bum pulled a small knife and stabbed him and the dice started exploding, and he was struck in the heart and promptly died from blood loss a turn later. Combat was so much more dangerous than in some other systems. It made it more about not getting hit at all in the first place rather than people just wailing away at each other like idiots.