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Damage Systems in RPGs?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5736499" data-attributes="member: 20805"><p>There are two systems I haven't seen mentions yet in this thread, and both are ones that I have enjoyed:</p><p></p><p>CP2020 has a set of 10 blocks of 4 hit points each. Armor and Body reduce damage like DR. At the end of each round that you take damage, you have to make a save to stay conscious, and if you have more than 5 blocks filled up.. you also have to save versus death.</p><p> This is a very gritty, lethal system where armor and cover matter alot. </p><p> Ken Hood converted this method for 3x as 'Grim-n-Gritty'. I like it alot.</p><p></p><p></p><p>Elric/Stormbringer has a system similar to DnD with three major exceptions. First, your HP total is equal to your CON score. Period. Weapons still deal the usual 1D8 for a longsword, etc.</p><p> Second, attacks are resolved by opposed skill checks. Strong defense scores makes for a more survivable character.</p><p> Third, armor is ablative and comes with a die rating. Hard boiled Leather, for example, stopped 1D8-1 points of damage.</p><p></p><p></p><p>Of course there is also WEG SW in which you had a threshold value. Any damage that dealt less than that was ignored. More than that raised your 'wounded' status.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5736499, member: 20805"] There are two systems I haven't seen mentions yet in this thread, and both are ones that I have enjoyed: CP2020 has a set of 10 blocks of 4 hit points each. Armor and Body reduce damage like DR. At the end of each round that you take damage, you have to make a save to stay conscious, and if you have more than 5 blocks filled up.. you also have to save versus death. This is a very gritty, lethal system where armor and cover matter alot. Ken Hood converted this method for 3x as 'Grim-n-Gritty'. I like it alot. Elric/Stormbringer has a system similar to DnD with three major exceptions. First, your HP total is equal to your CON score. Period. Weapons still deal the usual 1D8 for a longsword, etc. Second, attacks are resolved by opposed skill checks. Strong defense scores makes for a more survivable character. Third, armor is ablative and comes with a die rating. Hard boiled Leather, for example, stopped 1D8-1 points of damage. Of course there is also WEG SW in which you had a threshold value. Any damage that dealt less than that was ignored. More than that raised your 'wounded' status. [/QUOTE]
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