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"Better" Combat Systems in RPGs - Feedback Welcome!
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<blockquote data-quote="JohnSnow" data-source="post: 8073366" data-attributes="member: 32164"><p>Thanks for the comments. I really liked some of your points and I appreciate the feedback. </p><p></p><p>Just as a comment, <em>Savage Worlds</em> (which is also from Pinnacle) shifted the concept from "Wind" to just "Wounds" and obliterated the hit location table. The wound location remains abstract, unless the character is incapacitated, at which point you roll to see both if and where a serious injury may have occurred.</p><p></p><p>By default, a character has 4 wounds, although the right edges can raise that slightly (and bigger characters/creatures have more). There's a bit of a "death spiral" in play, as each wound causes a -1 penalty to checks (which is a big deal in <em>Savage Worlds</em>) but I tend to see those penalties as one of the indicators that maybe it's time to quit combat, if you have a choice. The Bennies concept also allows a PC to soak a certain number of wounds, or preroll bad results, which gives the PCs more control.</p><p></p><p>Honestly, I think <em>Savage Worlds</em> would probably run just fine if every character had 4 wounds, but most "mooks" don't, and are incapacitated from just one. This creates a degree of "Stormtrooper syndrome" that suits certain genres well, but not others. It is, however, easy to opt out of, and even <em>Savage Worlds</em> has the option for making certain "Extras" tougher but still not getting Bennies (Resilient or Very Resilient).</p><p></p><p>The most swingy thing in the system in <em>Savage Worlds</em> is the Wild Die, which explodes on an Ace. I'll have to see how nutty that is in play, as my game hasn't gotten off the ground yet.</p><p></p><p>To be honest, I like a lot about how Savage Worlds handles this stuff, but years of D&D have left me with a fondness for d20 skill checks. So I'm largely looking at a system that captures what I like in <em>Savage Worlds</em>, while addressing some of its potential shortcomings, that also makes use of my beloved d20.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 8073366, member: 32164"] Thanks for the comments. I really liked some of your points and I appreciate the feedback. Just as a comment, [I]Savage Worlds[/I] (which is also from Pinnacle) shifted the concept from "Wind" to just "Wounds" and obliterated the hit location table. The wound location remains abstract, unless the character is incapacitated, at which point you roll to see both if and where a serious injury may have occurred. By default, a character has 4 wounds, although the right edges can raise that slightly (and bigger characters/creatures have more). There's a bit of a "death spiral" in play, as each wound causes a -1 penalty to checks (which is a big deal in [I]Savage Worlds[/I]) but I tend to see those penalties as one of the indicators that maybe it's time to quit combat, if you have a choice. The Bennies concept also allows a PC to soak a certain number of wounds, or preroll bad results, which gives the PCs more control. Honestly, I think [I]Savage Worlds[/I] would probably run just fine if every character had 4 wounds, but most "mooks" don't, and are incapacitated from just one. This creates a degree of "Stormtrooper syndrome" that suits certain genres well, but not others. It is, however, easy to opt out of, and even [I]Savage Worlds[/I] has the option for making certain "Extras" tougher but still not getting Bennies (Resilient or Very Resilient). The most swingy thing in the system in [I]Savage Worlds[/I] is the Wild Die, which explodes on an Ace. I'll have to see how nutty that is in play, as my game hasn't gotten off the ground yet. To be honest, I like a lot about how Savage Worlds handles this stuff, but years of D&D have left me with a fondness for d20 skill checks. So I'm largely looking at a system that captures what I like in [I]Savage Worlds[/I], while addressing some of its potential shortcomings, that also makes use of my beloved d20. [/QUOTE]
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