Oh, for sure. Some sort of a deck with very impactful weapons (and gear in general) that grant perks would be an amazing fit.
I'm running one game in a procedurally generated dungeon, where they can run away to the exit and go somewhere else (and thus generate another dungeon) any time during...
Some things that sound bad are actually good. Game design is very hard to evaluate theoretically.
And, again, it's not a question of realism, it's a question of diversity. "Each combat encounter is different and must be approached differently because weapon availability constantly changes" is...
Yeah, let's take a brake on casters.
I'm going to presume that if one would adopt such approach, casters would get something similarly limiting -- and you are welcome with good faith ideas.
I'm also similarly going to presume that weapons are actually notably different from each other, and...
What? No. I'm not particularly concerned with realism. Or at all, frankly.
(It's also not realistic by any stretch — while weapons are more fragile than fantasy literature would made one believe, and a heirloom sword that was forged a hundred years ago is mostly a pipedrea — they certainly...
Girlie I'm begging you to read what I'm quoting
I was responding to the claim that people shrugging off hits isn't happening in fantasy fiction — it does, fantasy heroes get immaterial grazing hits from nameless mooks all the time
Whether it's the only or even a noteworthy source of inspiration...
I have a favorite weapon in Quake, it's the rocket launcher. I also like how Quake as a game is set up, that I'm not going to always have access to the rocket launcher or might want to keep in my back pocket for a quick escape, so I'd better also learn how to use all the other weapons.
Is that...
"Amulet of the Flame Tongue: while you are equipped with a sword, you can spend a bonus action to cause flames to erupt from it, dealing additional 2d6 fire damage with each strike"
N.B.: This has nothing to do with realism. Real life weapons are pretty damn durable (who would've thought, things designed to parry impacts with nasty sharp weapons can withstand impacts of nasty sharp weapons!). Stop fighting your Hokusai's twenty four views of car dealership inflatable...
Is shrugging off hits really that incompatible with fantasy fiction?
Say, Moorcock's Corum Jhaelen Irsei defeated mooks left and right, constantly suffering flesh wounds that didn't inhibit his fighting abilities in any way, with grittiness being employed only in fights with truly great foes...
Sometimes I'm playing Fate with people from my hema gym and we grind combat to a literal crawl by very granularly modeling it, and arguing about interpretations of fencing manuscripts.
Is it bad for storytelling pacing? Yeah it is. Is it fun? Oh hell yeah it is fun.
Sure, but even putting RPGs aside, there are a lot of games that can be played with just a regular french deck of playing cards. Should we limit all tabletop design to them?
From the practical user experience perspective, a well-desifned character sheet can make tracking stuff easier, and...
Related to combo points, in an amazing boardgame Yomi, there's a combo system where moves link into each other (they are labeled as A, B, C etc) and there are also Linkers and Enders that link from anything. So you can go like A-B-C-D-E, or A-Linker-D-E, or A-B-Linker or any of different...
Fate would be one such system, there it's possible to inflict consequence aspects (wounds) bypassing stress (HP). Also Dark Heresy, maybe? GM I've played with rolled on a crit table bypassing HP, I think, but I don't know if it's actually permitted by the rules, but even if he wasn't, it's still...
I'm using a single deck (I briefly considered individual decks, but there's just not enough "rolls" per session to justify that -- realistically you'll see like top 5-10 cards of your deck at most)
The thing I'm going to test for now is that when you fail (play 1-3), you get to fetch a card...
I don't see how either of these has anything to do with HP.
Even the sponginess aside, both are out of combat situations, and I don't see much reason to use a combat-specific subsystem to be used for them.
I mean there's annoying kind of complexity, where rolls have a lot of different small modifiers that constantly change. Oh, you are on a high ground, that's +2, your enemy is a goblin so it's -1, oh, wait it's Tuesday so this -1 doesn't apply....
I am on board with inflicting long-term debuffs on drop 0, especially if there's a nice way to visualize it on the table. Like, the main problem of injuries in Blades is that you get them pretty often, and it's very easy to lose track of what's going on. Not really a problem if you go down once...
Because you aren't relying on random chance to succeed, if you have high cards you can spend them on actions that otherwise would probably fail.
It would work even better in a system where stats give bonuses to a roll (as opposed to dice pool size, like in Blades) -- an athletic character will...