Wanderlust
First Post
Wow, so, I used to lurk here. A lot. But, I've been gone for a good long while. August '08 was apparently my last login. Anyway, I've been getting back into gaming lately, and I've found that I'm really interested in making a game.
I'm really curious to hear about people's preferred damage systems in RPGs. Specifically, I'd like to hear about non-hit-point-pool systems. It's all good and well if you toss your bones to the hit-point clones (god knows I like to get my D&D fix from time to time), but that's not what this is about.
Awhile back I set about making an rpg, and I'm finding the damage system to be problematic. Currently, I'm thinking of doing a dual system of Stamina and Wounds:
-Stamina would be similar to your hit point pool, except the abstraction that it would be representing would be similar to a boxer getting knocked down/out. Basically, a little rest and you're pretty much good to go.
-Wounds would be more serious. Right now I'm thinking that all damage will go to Stamina unless you beat an opponents defense by a certain amount, in which case you will cause wounds. Wounds will give minuses to rolls and take time to heal.
Part of the idea here is that there will be more yielding and a little less death once combatants are drained of Stamina. However, I recognize that I'm a bit biased by having played and loved Deadlands back in the day, and this idea is somewhat reminiscent of that system.
All of this being said, I'd like to hear thoughts on interesting/fun damage systems that are different from this or the norm because I'm feeling like I may have allowed my bias to keep me from seeing other way of handling this. Also, criticisms of this idea are also welcome.
I'm really curious to hear about people's preferred damage systems in RPGs. Specifically, I'd like to hear about non-hit-point-pool systems. It's all good and well if you toss your bones to the hit-point clones (god knows I like to get my D&D fix from time to time), but that's not what this is about.
Awhile back I set about making an rpg, and I'm finding the damage system to be problematic. Currently, I'm thinking of doing a dual system of Stamina and Wounds:
-Stamina would be similar to your hit point pool, except the abstraction that it would be representing would be similar to a boxer getting knocked down/out. Basically, a little rest and you're pretty much good to go.
-Wounds would be more serious. Right now I'm thinking that all damage will go to Stamina unless you beat an opponents defense by a certain amount, in which case you will cause wounds. Wounds will give minuses to rolls and take time to heal.
Part of the idea here is that there will be more yielding and a little less death once combatants are drained of Stamina. However, I recognize that I'm a bit biased by having played and loved Deadlands back in the day, and this idea is somewhat reminiscent of that system.
All of this being said, I'd like to hear thoughts on interesting/fun damage systems that are different from this or the norm because I'm feeling like I may have allowed my bias to keep me from seeing other way of handling this. Also, criticisms of this idea are also welcome.