One thing I like about the Prince Valiant RPG is that it's combat rules are more-or-less independent of its injury rules. And its injury rules are a modest variant of "GM decides".
Combat in Prince Valiant is just a particular application of its general conflict-resolution framework: opponents roll their dice (or, technically, coin) pools, and the winner's margin of success is subtracted from the loser's pool. This produces a "death spiral" effect, although I've seen the spiral reverse from time-to-time.
When a pool reaches zero, the conflict is resolved, the loser has lost, and the GM narrates the consequences.
From pp 19-20 of the rulebook:
This is followed by some advice on the in-game rate at which recovery from zero should take place, including the following about injury and death (pp 25-26):
Are there other RPGs that take a similar approach to mediating the relationship between combat and injury via GM adjudication of fiction, pacing, etc? I can think of systems that don't have injury mechanics at all (eg Cthulhu Dark) but at least at the moment can't think of any that do have injury mechanics but leave it up to the GM to impose them.
Does anyone else have experience with this sort of system?
Combat in Prince Valiant is just a particular application of its general conflict-resolution framework: opponents roll their dice (or, technically, coin) pools, and the winner's margin of success is subtracted from the loser's pool. This produces a "death spiral" effect, although I've seen the spiral reverse from time-to-time.
When a pool reaches zero, the conflict is resolved, the loser has lost, and the GM narrates the consequences.
From pp 19-20 of the rulebook:
Often during Opposed Resolution a character will be brought to zero coins: He is defeated. What does this mean? As a general rule, whenever a character is reduced to zero coins he is incapable of successful action. More specific effects depend on the situation.
Recovery from zero depends on the situation and the whim of the Storyteller.
*Zero coins in personal combat, brawling, or tests of strength and agility (footraces, arm-wrestling) means helplessness, due to exhaustion or injury.
*In social situations, such as a debate, zero coins means the character has been humiliated; he is no longer capable of making a good impression or communicating effectively.
*In a duel of intelligence or observation (usually based on Presence), such as a game of chess, zero coins means the character has lost control of the situation, and is stymied.
*In a test of will, zero coins indicates that the loser is cowed.
*In a challenge focusing on specialized skills or knowledge, such as an archery competition, zero coins indicates that the character’s level of competence has reached its limit, and has been overmatched.
*In social situations, such as a debate, zero coins means the character has been humiliated; he is no longer capable of making a good impression or communicating effectively.
*In a duel of intelligence or observation (usually based on Presence), such as a game of chess, zero coins means the character has lost control of the situation, and is stymied.
*In a test of will, zero coins indicates that the loser is cowed.
*In a challenge focusing on specialized skills or knowledge, such as an archery competition, zero coins indicates that the character’s level of competence has reached its limit, and has been overmatched.
Recovery from zero depends on the situation and the whim of the Storyteller.
This is followed by some advice on the in-game rate at which recovery from zero should take place, including the following about injury and death (pp 25-26):
All physical damage is taken to Brawn, in increments of one or more coins lost. . .
If your Brawn is reduced, you throw that many fewer coins for Brawn until recovered. . . .
If Brawn is reduced to zero, the results are more serious. The character is temporarily helpless and incapable of further successful action. He is out of the story, for a long time or a short time depending on the circumstances, and may have suffered a serious injury.
Usually being brought to zero means the character is simply stunned or exhausted, not seriously wounded, but the Storyteller decides this. . . .
The Storyteller is also in charge of determining the longterm consequences, if any, of injuries. Use common sense, and refrain from maiming characters. . . .
If the Storyteller feels it necessary, he may state that a character at zero Brawn is severely injured, not just exhausted or stunned. The character may even be dying. This is where the Healing skill becomes critical. . . . [Rules follow about stabilising and treating serious injury.]
The Storyteller always decides whether or not death occurs in a given situation (and it should only occur when absolutely necessary). If the Storyteller wishes to kill your Adventurer, he has the power to do so, but this sort of behavior violates the cooperative spirit of the game. Normally death is not an important part of Prince Valiant.
Being brought to zero Brawn in personal combat or battle never means death, but if a ruthless enemy is around and actively takes the trouble to finish the helpless character off, death logically results. Storytellers are advised to give enemy characters more important tasks than going about finishing off helpless Adventurers.
If your Brawn is reduced, you throw that many fewer coins for Brawn until recovered. . . .
If Brawn is reduced to zero, the results are more serious. The character is temporarily helpless and incapable of further successful action. He is out of the story, for a long time or a short time depending on the circumstances, and may have suffered a serious injury.
Usually being brought to zero means the character is simply stunned or exhausted, not seriously wounded, but the Storyteller decides this. . . .
The Storyteller is also in charge of determining the longterm consequences, if any, of injuries. Use common sense, and refrain from maiming characters. . . .
If the Storyteller feels it necessary, he may state that a character at zero Brawn is severely injured, not just exhausted or stunned. The character may even be dying. This is where the Healing skill becomes critical. . . . [Rules follow about stabilising and treating serious injury.]
The Storyteller always decides whether or not death occurs in a given situation (and it should only occur when absolutely necessary). If the Storyteller wishes to kill your Adventurer, he has the power to do so, but this sort of behavior violates the cooperative spirit of the game. Normally death is not an important part of Prince Valiant.
Being brought to zero Brawn in personal combat or battle never means death, but if a ruthless enemy is around and actively takes the trouble to finish the helpless character off, death logically results. Storytellers are advised to give enemy characters more important tasks than going about finishing off helpless Adventurers.
Are there other RPGs that take a similar approach to mediating the relationship between combat and injury via GM adjudication of fiction, pacing, etc? I can think of systems that don't have injury mechanics at all (eg Cthulhu Dark) but at least at the moment can't think of any that do have injury mechanics but leave it up to the GM to impose them.
Does anyone else have experience with this sort of system?