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General Tabletop Discussion
*TTRPGs General
Correlating Player Satisfaction, Combat Speed, and HP / Damage Modeling
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<blockquote data-quote="Mishihari Lord" data-source="post: 6943943" data-attributes="member: 128"><p>First off, the Savage World damage mechanic sound awesome. I may have to pick up the game now.</p><p></p><p>Second, the OP's problem sounds like a DM issue. If the DM would stop upping the toughness of enemies and instead make more of them, it sounds like he'd hit to effect often enough for the game to feel satisfying,</p><p></p><p>Third, to the question, I'll describe my homebrew system damage mechanic, which of course is my favorite, and is kind of similar to SW. Failing to roll the target number is simply a miss, which does nothing. Meeting the target does one point of damage. Damage is a global modifier for PC rolls - frex if you have 2 damage, you have a -2 modifier on every roll you make. It represents minor physical damage, and will not kill no matter how high it gets. Combat in the system involves opposing rolls, so damage affects both the ability to attack and the ability to defend. Hitting by a certain margin results in a wound, which can frequently be the end of a fight. There's a roll each for severity and location, with the severity ranging from temporarily disabled to destroyed. A head-destroyed roll, frex, is a killing blow.</p><p></p><p>I haven't read the SW worlds rules, but it sounds like my system would basically work the same except that "shaken" is cumulative and doesn't go away. This approach might address your concern about making hits matter more often.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 6943943, member: 128"] First off, the Savage World damage mechanic sound awesome. I may have to pick up the game now. Second, the OP's problem sounds like a DM issue. If the DM would stop upping the toughness of enemies and instead make more of them, it sounds like he'd hit to effect often enough for the game to feel satisfying, Third, to the question, I'll describe my homebrew system damage mechanic, which of course is my favorite, and is kind of similar to SW. Failing to roll the target number is simply a miss, which does nothing. Meeting the target does one point of damage. Damage is a global modifier for PC rolls - frex if you have 2 damage, you have a -2 modifier on every roll you make. It represents minor physical damage, and will not kill no matter how high it gets. Combat in the system involves opposing rolls, so damage affects both the ability to attack and the ability to defend. Hitting by a certain margin results in a wound, which can frequently be the end of a fight. There's a roll each for severity and location, with the severity ranging from temporarily disabled to destroyed. A head-destroyed roll, frex, is a killing blow. I haven't read the SW worlds rules, but it sounds like my system would basically work the same except that "shaken" is cumulative and doesn't go away. This approach might address your concern about making hits matter more often. [/QUOTE]
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