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Damage saves: Too deadly?
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<blockquote data-quote="swrushing" data-source="post: 2528186" data-attributes="member: 14140"><p>Experience?</p><p>I have run two MnM games, using two different scales for damage saves and converted d20 stargate to damage save with its own values. The MnM games ran for 1 year and 15 months respectively and the stargate game has run for almost two years now. All three were very successful, judging by what my players said at least.</p><p></p><p>I will be using true 20 for a fantasy campaign "wagiontrain" campaign next year.</p><p></p><p>When you use a damage save system you can EASILY customize its deadliness level to suit your needs. </p><p></p><p>The three dials you want to look at to fine tune it are:</p><p>1. The damage save results itself. how many different stages of damage and how big is the range between scratched and out? In the stargate game, i wanted more detail than in my supers game. I will post the one i used for nstagate later.</p><p></p><p>2. the relative damage vs protection levels along with the base DC sets the "lethality per hit." For supers, i don't mind a "typical even result" being able to run from OK to stunned. For stargate, i wanted an even result to range from hurt to "mission kill"</p><p></p><p>3. the number of hero points, how often they are gained AND whether a reroll has minimum 10 or just take the best of 2. H</p><p></p><p>Play with the numbers of these three with sample characters and weapons and you can quickly set the lethality, with hero points equating to endurance and longecity more or less and the first two setting the "fear of a shot."</p><p></p><p>In stargate the damage save i used and found to work well, after a few tweaks this was my fave, was:</p><p></p><p>Made the save: not hurt but take a -2 unfavorable circumstance penalty for one round because getting hit is distracting.</p><p>failed by 1-4: rattled: lose half action from next action (and take the -2 above)</p><p>failed by 5-8: dazed: lose next action but defend normally </p><p>failed by 9-12: stunned for one round and knocked/falls prone</p><p>failed by 13-16 scene kill: your character is knocked out or otherwise disabled for the scene (aka unlucky 13.) medical attention can get you up afterward (but you are going to remain at about rattled until you heal fully)</p><p>failed by 17 or more: mission kill: out for a long while, next time you see things will be in medlab. This could be deadly by end of scene if not treated immediately. treat as dazed at best until healed.</p><p></p><p>hero pts allow rerolls but not minimum 10.</p><p>hero pts allow you to DELAY the onset of a damage level for one round, for a last ditch going down shooting.</p><p></p><p>I will likely use something very similar for my Wagontrain game instead of the one they use.</p><p></p><p>honestly my experience with supers, street level supers, and agents games using three different scales is with a little prep work you can tailor the ds system to whatever level of lethality you wish.</p></blockquote><p></p>
[QUOTE="swrushing, post: 2528186, member: 14140"] Experience? I have run two MnM games, using two different scales for damage saves and converted d20 stargate to damage save with its own values. The MnM games ran for 1 year and 15 months respectively and the stargate game has run for almost two years now. All three were very successful, judging by what my players said at least. I will be using true 20 for a fantasy campaign "wagiontrain" campaign next year. When you use a damage save system you can EASILY customize its deadliness level to suit your needs. The three dials you want to look at to fine tune it are: 1. The damage save results itself. how many different stages of damage and how big is the range between scratched and out? In the stargate game, i wanted more detail than in my supers game. I will post the one i used for nstagate later. 2. the relative damage vs protection levels along with the base DC sets the "lethality per hit." For supers, i don't mind a "typical even result" being able to run from OK to stunned. For stargate, i wanted an even result to range from hurt to "mission kill" 3. the number of hero points, how often they are gained AND whether a reroll has minimum 10 or just take the best of 2. H Play with the numbers of these three with sample characters and weapons and you can quickly set the lethality, with hero points equating to endurance and longecity more or less and the first two setting the "fear of a shot." In stargate the damage save i used and found to work well, after a few tweaks this was my fave, was: Made the save: not hurt but take a -2 unfavorable circumstance penalty for one round because getting hit is distracting. failed by 1-4: rattled: lose half action from next action (and take the -2 above) failed by 5-8: dazed: lose next action but defend normally failed by 9-12: stunned for one round and knocked/falls prone failed by 13-16 scene kill: your character is knocked out or otherwise disabled for the scene (aka unlucky 13.) medical attention can get you up afterward (but you are going to remain at about rattled until you heal fully) failed by 17 or more: mission kill: out for a long while, next time you see things will be in medlab. This could be deadly by end of scene if not treated immediately. treat as dazed at best until healed. hero pts allow rerolls but not minimum 10. hero pts allow you to DELAY the onset of a damage level for one round, for a last ditch going down shooting. I will likely use something very similar for my Wagontrain game instead of the one they use. honestly my experience with supers, street level supers, and agents games using three different scales is with a little prep work you can tailor the ds system to whatever level of lethality you wish. [/QUOTE]
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