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"Better" Combat Systems in RPGs - Feedback Welcome!
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<blockquote data-quote="GMMichael" data-source="post: 8077001" data-attributes="member: 6685730"><p>The last Savage Worlds fight that I played involved me rolling a hit with my Fight skill, and then no wounds because the damage was too low. So I guess it wasn't a hit. And then when I did wound the boss (Wild Card), it still wasn't a hit, because he'd use a bennie to undo the wound. Is that how it's supposed to work?</p><p></p><p>I like the wounds system better than hit points, though. It means you can get hit/hurt in combat, like with hit points, but the idea of a "wound" is more immersive for a player than watching a (potentially large) number tick downward. That being said, a "death clock" might be a more immersive improvement to hit points on a character sheet, although it might limit HP counts to 2, 3, 4, 5, 6, 8, 10, 12, 15, 20, 30, and 60.</p><p></p><p>"Death Spiral" should be re-branded, since it implies that death is inevitable (which is true, but maybe not in the fight in question). Taking wounds is a character's hint that it's time to flee, parlay, forfeit, call reinforcements, or do something other than FIGHT MOAR! So really, there are branches on the death spiral. It's more like a Death Tree, if I may.</p><p></p><p></p><p>Crunchy. I might do it if I could figure out a way to put a cool picture on my character sheet in place of Stay Pufft. It is possible to use hit locations and wounds without all the extra rules, though:</p><p></p><p>GM: Next round. The melee rages around you - you're pretty sure you just saw a fellow Celt's head drop from his shoulders. It's your turn.</p><p></p><p>PC: Bloody. Hell. I pick myself up and swing my sword upward in an arc - maybe I can cut the Norseman in half? (Rolls attack.)</p><p></p><p>GM: With your longsword? (Rolls defense) it's an awkward swing, which made it easy for the Norseman to deflect it with his shield. Roll damage.</p><p></p><p>PC: (Rolls) 4. I'll attack again, now that I'm on my feet. What happened to his shield?</p><p></p><p>GM: He stooped a bit, blocking the low attack. He left the shield low, fearing that your longsword might sever his hide boots from his legs. But his axe is going high while you're low.</p><p></p><p>PC: (Rolls attack) I'm going after those naked biceps. I step to the side to get away from the axe and to facilitate my spinning attack into his shield-arm.</p><p></p><p>GM: (Rolls attack) his axe comes down towards your iron helm as you step away. Roll damage. (Rolls) he does 6 damage to you.</p><p></p><p>PC: (Rolls) 10! Maximum. Um, he probably didn't hit my head, since my hit did max damage, so he hit my leg while I was spinning. I'll take a Flaw, "leg wound," and see if he can make me regret it.</p><p></p><p>GM: 10 damage means you cut into his shield when he brings it up, and the splinters dig into his arm. It bleeds badly. I'll give you a hero point each time you use your new Flaw.</p><p></p><p>By the way, the idea of the iron helm blocking "most of a hit" from a Celtic longsword is dangerous, at best!</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8077001, member: 6685730"] The last Savage Worlds fight that I played involved me rolling a hit with my Fight skill, and then no wounds because the damage was too low. So I guess it wasn't a hit. And then when I did wound the boss (Wild Card), it still wasn't a hit, because he'd use a bennie to undo the wound. Is that how it's supposed to work? I like the wounds system better than hit points, though. It means you can get hit/hurt in combat, like with hit points, but the idea of a "wound" is more immersive for a player than watching a (potentially large) number tick downward. That being said, a "death clock" might be a more immersive improvement to hit points on a character sheet, although it might limit HP counts to 2, 3, 4, 5, 6, 8, 10, 12, 15, 20, 30, and 60. "Death Spiral" should be re-branded, since it implies that death is inevitable (which is true, but maybe not in the fight in question). Taking wounds is a character's hint that it's time to flee, parlay, forfeit, call reinforcements, or do something other than FIGHT MOAR! So really, there are branches on the death spiral. It's more like a Death Tree, if I may. Crunchy. I might do it if I could figure out a way to put a cool picture on my character sheet in place of Stay Pufft. It is possible to use hit locations and wounds without all the extra rules, though: GM: Next round. The melee rages around you - you're pretty sure you just saw a fellow Celt's head drop from his shoulders. It's your turn. PC: Bloody. Hell. I pick myself up and swing my sword upward in an arc - maybe I can cut the Norseman in half? (Rolls attack.) GM: With your longsword? (Rolls defense) it's an awkward swing, which made it easy for the Norseman to deflect it with his shield. Roll damage. PC: (Rolls) 4. I'll attack again, now that I'm on my feet. What happened to his shield? GM: He stooped a bit, blocking the low attack. He left the shield low, fearing that your longsword might sever his hide boots from his legs. But his axe is going high while you're low. PC: (Rolls attack) I'm going after those naked biceps. I step to the side to get away from the axe and to facilitate my spinning attack into his shield-arm. GM: (Rolls attack) his axe comes down towards your iron helm as you step away. Roll damage. (Rolls) he does 6 damage to you. PC: (Rolls) 10! Maximum. Um, he probably didn't hit my head, since my hit did max damage, so he hit my leg while I was spinning. I'll take a Flaw, "leg wound," and see if he can make me regret it. GM: 10 damage means you cut into his shield when he brings it up, and the splinters dig into his arm. It bleeds badly. I'll give you a hero point each time you use your new Flaw. By the way, the idea of the iron helm blocking "most of a hit" from a Celtic longsword is dangerous, at best! [/QUOTE]
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