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Damage Systems in RPGs?
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<blockquote data-quote="Niccodaemus" data-source="post: 5736217" data-attributes="member: 6683506"><p>I've got my own system I use, and have been using for years. Basically, it is all "vitality" or "fatigue" points.</p><p></p><p>As I have a distain for magical healing by clerics, they are restored at the generous rate of 1/2 your missing points per hour. So say your normal hit points are 53. You take a total of 39 points damage, reducing you to 14 points.</p><p></p><p>The first hour of rest restores 19 points, bringing you up to 33. You are still down 20. The next few hours heal 10, 5, 2, 2, and 1, bringing back to your total in 6 hours of rest. Beware going back after the same foe however, as they are likely to have rested as well.</p><p></p><p>Actual wound damage does not occur until you drop below 1 fatigue point. Any blow that reduces you below 1 point causes real damage against your constiution. You die or receive a mortal or critical wound a negative constitution. I also use a location hit table.</p><p></p><p>Example: You are at 4 hit points, and have a constitution of 12. You are dealt a slashing blow of 16 or greater hit points to the forearm. Your lose a limb if it is slashing, or have to have it amputated if it is crushing. Piercing severs an artery.</p><p></p><p>The results of blows to the torso are mortal wounds that kill you in 1d20 hours -1. So anywhere from instant death to 19 hours of agony.</p><p></p><p>Head wounds that bring you below neg constitution are instant death.</p><p></p><p>I put part of my combat system up on my blog. It includes armor, weapons, and damage charts and a character sheet.</p><p></p><p>The basic gist of the system is that less armor makes you harder to hit, but armor makes you take less damage.</p><p></p><p><a href="http://shatterworldbts.blogspot.com/2011/11/alternative-combat-rules.html" target="_blank">Shatterworld: Behind the Scenes: Alternative Combat Rules</a></p></blockquote><p></p>
[QUOTE="Niccodaemus, post: 5736217, member: 6683506"] I've got my own system I use, and have been using for years. Basically, it is all "vitality" or "fatigue" points. As I have a distain for magical healing by clerics, they are restored at the generous rate of 1/2 your missing points per hour. So say your normal hit points are 53. You take a total of 39 points damage, reducing you to 14 points. The first hour of rest restores 19 points, bringing you up to 33. You are still down 20. The next few hours heal 10, 5, 2, 2, and 1, bringing back to your total in 6 hours of rest. Beware going back after the same foe however, as they are likely to have rested as well. Actual wound damage does not occur until you drop below 1 fatigue point. Any blow that reduces you below 1 point causes real damage against your constiution. You die or receive a mortal or critical wound a negative constitution. I also use a location hit table. Example: You are at 4 hit points, and have a constitution of 12. You are dealt a slashing blow of 16 or greater hit points to the forearm. Your lose a limb if it is slashing, or have to have it amputated if it is crushing. Piercing severs an artery. The results of blows to the torso are mortal wounds that kill you in 1d20 hours -1. So anywhere from instant death to 19 hours of agony. Head wounds that bring you below neg constitution are instant death. I put part of my combat system up on my blog. It includes armor, weapons, and damage charts and a character sheet. The basic gist of the system is that less armor makes you harder to hit, but armor makes you take less damage. [url=http://shatterworldbts.blogspot.com/2011/11/alternative-combat-rules.html]Shatterworld: Behind the Scenes: Alternative Combat Rules[/url] [/QUOTE]
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