DraQ
Arcane
The realism as well as availability and effectiveness of healing items/magic, risk of infections and other things can be adjusted in a complex wound system, making it more or less hardcore according to the needs.
Raapys said:Thing is, you wouldn't even need to worry about the "complex wound system", since the computer would take care of all that automatically.
AlanC9 said:Raapys said:Thing is, you wouldn't even need to worry about the "complex wound system", since the computer would take care of all that automatically.
Are we talking about a complex wound system, or a complex hit system? This thread keeps going off on tangents. Edit: I suppose I can blame D&D for conflating the two in the first place.
If the computer takes care of something for me, then exactly what is gained by having the complexity? The complexity has to be reflected in the gameplay or the whole exercise is pointless.
So what should a complicated system do for us. Or rather, to us?
JarlFrank said:A complicated system should make combat more interesting and hard, with a lot more suspense in it. It should give you locational damage [different body parts, inner organs] and make the combat both more realistic and more complex. It also should give you more things to think about, like treating wounds before they get infected, and trying to disable an enemy by attacking the body parts of him which are the least armoured.
Stuff like that. More complexity, more tactical possibilities, more fun.
The_Pope said:I really don't see why 10 kobolds shouldn't be a threat to one high level character. There's 10 of them. Unless, of course, roleplaying means 'wimpy nerds using spreadsheets to pretend they can beat up the people who were mean to them in high school'. Then carry on with the pre-pubescent power fantasies about taking on 10 enemies single handed.
Do elaborate, please.Vaarna_Aarne said:A RoleMaster type system based more on critical hit effects than hp could work.
It's still subject to the retardations of HP system. Sure some things can be easily quantified, like blood loss. However the organism is rather complex system consisting of many parts which can fail more or less independently.However, the best way would be to make hp a secret value that the player doesn't know, but rather has to rely on common sense and descriptions/visual aids.
One issue with the standard systems is the cumulative effect of injuries. In most standard systems wounds are strictly cumulative, so two 5-point wounds are identical to a 10-point wound. Arguably, this does not represent reality, nor does it strictly emulate cinematic genres like action movies. Numerous minor wounds to extremities or surface injuries are not equivalent to a wound to vital organs.
One way to deal with accumulation is a non-linear wound track. For this, you have a wound track similar to those in Ars Magica, Shadowrun, or Storyteller. However, there are different numbers of boxes at different levels. i.e.
1. Hurt O O O O
2. Wounded O O O
3. Serious O O
4. Grievous O O
5. Crippled O
Find the amount of damage you do (the number on the left) and mark the leftmost box on that track, staging down only if all those are filled. Thus, it takes four 1-point wounds to scale up to a 2-point wound. Thus, after taking a 3-point wound, you could take up to 3 2-point wounds before being any worse off. This prevents small wounds from quickly accumulating into lethal effects, but allows them to accumulate without much bookkeeping.
RoleMaster uses a system where all actual hits are different degrees of critical hits. Depending on the weapon type and the target, a D100 table would be rolled with modifications to the result made according to weapon and the degree of the critical hit.DraQ said:Do elaborate, please.Vaarna_Aarne said:A RoleMaster type system based more on critical hit effects than hp could work.
I think that the main advantage of a HP-less system would be better simulation, and no retarded stuff like whittling HPs down.Mayday said:I think the main benefit is that the results are multiple and require different reactions. HP loss always has the same effect.
DraQ said:How would you design a HP less RPG/cRPG or cRPG exclusive (for solutions unfeasible for PnP RPGsm butwell within capabilities of modern gaming rigs) combat and damage system?