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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Manbearcat" data-source="post: 7462265" data-attributes="member: 6696971"><p>Emerikol, let me pose you a question.</p><p></p><p>I'm not sure you've ever GMed or played under the following paradigm, so let me lay it out. Try to conceive of simply switching out the HP model from your current game for a low overhead system that handles it in fictional terms that also intersect with action resolution (what action declarations might be permissible, what may be penalized).</p><p></p><p>It looks like this. Instead of HP ablation, when you're physically imposed upon by the world, you roll some kind of Saving Throw. If you fail, you receive some kind of Harm. Harm has 5 boxes and comes in 4 stages.</p><p></p><p>Harm 1 has two boxes.</p><p>Harm 2 has two boxes</p><p>Harm 3 has one box</p><p>Harm 4 is death</p><p></p><p>Harm 1 might be Confused, Demoralized, Distracted</p><p>Harm 2 might be Concussed, Sprained Ankle, Panick-ridden</p><p>Harm 3 might be Nervous Breakdown, Broken Hand, Impaled Shoulder</p><p></p><p>You could have multiple Harm spanning multiple boxes. But if you fill up Harm 1's two boxes, any further Harm 1 you get automatically becomes Harm 2 (and so on, until you're dead). </p><p></p><p>Each Harm level and condition comes with an codified impact on action resolution and fictional adjudication (eg Confused carries action resolution consequence </p><p>x when you attempt declaration y or z...and it also arises that some things become non-permissible - how are you running the rooftops with that sprained ankle?).</p><p></p><p>Each Harm level and condition comes with a codified means of removal (duration and care/therapy required to remove).</p><p></p><p>Something like this is pretty trivially integrated into D&D (especially given the fiddly, not-well-integrated or conceived, and unwieldy subsystems that I've seen folks try to hack onto various D&D substrate). </p><p></p><p>So my question is:</p><p></p><p>How do you think supplanting HP ablation for such a system would impact your play?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7462265, member: 6696971"] Emerikol, let me pose you a question. I'm not sure you've ever GMed or played under the following paradigm, so let me lay it out. Try to conceive of simply switching out the HP model from your current game for a low overhead system that handles it in fictional terms that also intersect with action resolution (what action declarations might be permissible, what may be penalized). It looks like this. Instead of HP ablation, when you're physically imposed upon by the world, you roll some kind of Saving Throw. If you fail, you receive some kind of Harm. Harm has 5 boxes and comes in 4 stages. Harm 1 has two boxes. Harm 2 has two boxes Harm 3 has one box Harm 4 is death Harm 1 might be Confused, Demoralized, Distracted Harm 2 might be Concussed, Sprained Ankle, Panick-ridden Harm 3 might be Nervous Breakdown, Broken Hand, Impaled Shoulder You could have multiple Harm spanning multiple boxes. But if you fill up Harm 1's two boxes, any further Harm 1 you get automatically becomes Harm 2 (and so on, until you're dead). Each Harm level and condition comes with an codified impact on action resolution and fictional adjudication (eg Confused carries action resolution consequence x when you attempt declaration y or z...and it also arises that some things become non-permissible - how are you running the rooftops with that sprained ankle?). Each Harm level and condition comes with a codified means of removal (duration and care/therapy required to remove). Something like this is pretty trivially integrated into D&D (especially given the fiddly, not-well-integrated or conceived, and unwieldy subsystems that I've seen folks try to hack onto various D&D substrate). So my question is: How do you think supplanting HP ablation for such a system would impact your play? [/QUOTE]
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