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"Better" Combat Systems in RPGs - Feedback Welcome!
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<blockquote data-quote="JohnSnow" data-source="post: 8072983" data-attributes="member: 32164"><p>I think this is the way to go, and I'm not sure that it's not better to have a <em>Savage Worlds, d6 Star Wars,</em> or <em>Mutants & Masterminds</em> style Wound/Condition Track. It's been a while since I read the latter, so forgive me if I'm misremembering. But in <em>Savage Worlds,</em> PCs can endure up to 3 wounds (or a few more with the right edges/bonuses) before the 4th renders them "incapacitated." Up to a point, they can also "soak" wounds, by spending a Benny to "absorb" the damage. And yes, a single attack can cause more than one wound. But your Soak roll can absorb some or all of them. Extras (the mooks) are incapacitated by 1 wound unless they're resilient (2 wounds), or very resilient (3 wounds). The only other thing that increases Wounds for creatures is Size.</p><p></p><p><em>Savage Worlds</em> also has another cool nod to complexity that's still highly playable. If, and only if, a character is incapacitated by a strike, they roll to see how serious it was. They could die, have a permanent injury and be bleeding out, or end up with a wound that impairs them for 24 hours or until all their wounds are healed. There's also a cool mechanic called "the Golden Hour" which basically says that wounds that aren't treated immediately can only be healed by high-level magic. It's a cool mechanic that allows for characters to be actually injured. I remember one of the things Monte Cook did in <em>Ptolus</em> that I really liked was that magical healing left scars. Because, IMO, as long as it's not overdone, a good combat system should absolutely support getting scarred, having one eye, developing a limp, or even losing a hand.</p><p></p><p>And yes, I agree that high level characters should be able to have more options, shrug off their wounds to an extent, affect more enemies, or be better at shrugging off a hit. But it should still be possible to hurt them. And then one can draw a solid line about where heroes pass from being heroic, to legendary, to supernatural. And then decide what degree of magic should be available based on that dial.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 8072983, member: 32164"] I think this is the way to go, and I'm not sure that it's not better to have a [I]Savage Worlds, d6 Star Wars,[/I] or [I]Mutants & Masterminds[/I] style Wound/Condition Track. It's been a while since I read the latter, so forgive me if I'm misremembering. But in [I]Savage Worlds,[/I] PCs can endure up to 3 wounds (or a few more with the right edges/bonuses) before the 4th renders them "incapacitated." Up to a point, they can also "soak" wounds, by spending a Benny to "absorb" the damage. And yes, a single attack can cause more than one wound. But your Soak roll can absorb some or all of them. Extras (the mooks) are incapacitated by 1 wound unless they're resilient (2 wounds), or very resilient (3 wounds). The only other thing that increases Wounds for creatures is Size. [I]Savage Worlds[/I] also has another cool nod to complexity that's still highly playable. If, and only if, a character is incapacitated by a strike, they roll to see how serious it was. They could die, have a permanent injury and be bleeding out, or end up with a wound that impairs them for 24 hours or until all their wounds are healed. There's also a cool mechanic called "the Golden Hour" which basically says that wounds that aren't treated immediately can only be healed by high-level magic. It's a cool mechanic that allows for characters to be actually injured. I remember one of the things Monte Cook did in [I]Ptolus[/I] that I really liked was that magical healing left scars. Because, IMO, as long as it's not overdone, a good combat system should absolutely support getting scarred, having one eye, developing a limp, or even losing a hand. And yes, I agree that high level characters should be able to have more options, shrug off their wounds to an extent, affect more enemies, or be better at shrugging off a hit. But it should still be possible to hurt them. And then one can draw a solid line about where heroes pass from being heroic, to legendary, to supernatural. And then decide what degree of magic should be available based on that dial. [/QUOTE]
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