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Forked Thread: Alternatives to mountains of hit points
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4662309" data-attributes="member: 710"><p>What do you want to matter in your game?</p><p></p><p>If you want tactics, maneuvering around, combatants testing enemy defenses, you want a lot of hit points. Or at least a mechanic that ensures that nobody dies fast. (You could theoretically have a combat system that resolves most fight in 3-6 game world seconds, but resolving this found takes 6 combat rounds in which people feint, make particularly "dodge" movements or thrust movements, until they finally have accumulated enough "maneuver points" to kill the opponent - basically a "bullet time" combat)</p><p></p><p>If you want just to get over with, the more deadlier your combat, is, the faster it can be. The guy with the least armor or the lowest initiative loses. That's it. Combat is exciting because every attack directed at you might kill you, and you want to minimize being hit and maximize being able to hit. The game will be more "strategic" - you want to ensure you have the best starting position, lying in ambush, having the better equipment (none of this "lightly armored Duelist nonsense"), fighting from greater range, and all that.</p><p></p><p>---</p><p></p><p>In Torg, damage is split into "shock points" and "wounds", and conditions "Knockdown" "K" and "O". A lucky hit can kill most characters, but you can spend a possibility to reduce the damage after the effect - you have to decide what exactly you reduce - wounds, shock points, Ks or Os. There is a subtle tactical compoment here - if you have to many shock points, you drop unconscious. If you have a K and a O (regardless the number of shock points), you drop unconscious. A Ks stay, Os go away after a round. If you take 4 wounds, you're dead. So you have to find the right approach reducing damage to avoid dropping unconscious or taking too many wounds (risking dying and a threat to you that carries on after the combat.</p><p>Additionaly, the Possibility Points can also be spent for your offense and on skill checks, and between adventures possibilities are used to improve skills or attributes. </p><p></p><p>"Mooks" (basically everyone but a few villains and the heroes) don't have possibilities, so a good hit takes them out, and focusing fire on them will drop them soon even if you're not that great at dealing damage. Most of them will drop unconscious, not die, though, and certain initiative events can come up to remove shock points and get people back into the fight.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4662309, member: 710"] What do you want to matter in your game? If you want tactics, maneuvering around, combatants testing enemy defenses, you want a lot of hit points. Or at least a mechanic that ensures that nobody dies fast. (You could theoretically have a combat system that resolves most fight in 3-6 game world seconds, but resolving this found takes 6 combat rounds in which people feint, make particularly "dodge" movements or thrust movements, until they finally have accumulated enough "maneuver points" to kill the opponent - basically a "bullet time" combat) If you want just to get over with, the more deadlier your combat, is, the faster it can be. The guy with the least armor or the lowest initiative loses. That's it. Combat is exciting because every attack directed at you might kill you, and you want to minimize being hit and maximize being able to hit. The game will be more "strategic" - you want to ensure you have the best starting position, lying in ambush, having the better equipment (none of this "lightly armored Duelist nonsense"), fighting from greater range, and all that. --- In Torg, damage is split into "shock points" and "wounds", and conditions "Knockdown" "K" and "O". A lucky hit can kill most characters, but you can spend a possibility to reduce the damage after the effect - you have to decide what exactly you reduce - wounds, shock points, Ks or Os. There is a subtle tactical compoment here - if you have to many shock points, you drop unconscious. If you have a K and a O (regardless the number of shock points), you drop unconscious. A Ks stay, Os go away after a round. If you take 4 wounds, you're dead. So you have to find the right approach reducing damage to avoid dropping unconscious or taking too many wounds (risking dying and a threat to you that carries on after the combat. Additionaly, the Possibility Points can also be spent for your offense and on skill checks, and between adventures possibilities are used to improve skills or attributes. "Mooks" (basically everyone but a few villains and the heroes) don't have possibilities, so a good hit takes them out, and focusing fire on them will drop them soon even if you're not that great at dealing damage. Most of them will drop unconscious, not die, though, and certain initiative events can come up to remove shock points and get people back into the fight. [/QUOTE]
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