Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Damage Systems in RPGs?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Umbran" data-source="post: 5736948" data-attributes="member: 177"><p>Hm. Well, let me toss Classic Deadlands into the mix. This is a non-d20 game, the precursor to Savage Worlds. A lot more baroque than it's progeny...</p><p></p><p>Remember that this isn't a medieval fantasy game. It's "Weird West", and in the genre, you can expect that if someone with moderate levels of skill points a gun at you, if he gets lucky, you might end up dead when he pulls the trigger.</p><p></p><p>A typical revolver is perhaps the most common weapon around, and does 3d6 points of damage. The dice "explode" (roll again and add) on a 6, so there is no theoretical maximum damage from a single shot. The average roll on a d6 is 3.5. On an exploding d6, it is 4.2.</p><p></p><p>You take the damage, divide by the target's size (a 6 for man-sized things), dropping fractions. This gives you a number of wounds. So, an average shot will to 12.6 damage - two wounds.</p><p></p><p>Those wounds are applied to a hit location (one of your arms, one of your legs, your guts, or your head - if you weren't making a called shot, you roll on a chart). As you take wounds to *any* location, you start taking penalties to die rolls. If you take six wounds in a given location, that location is "maimed". A maimed arm or leg ceases to function. If you are maimed in the head or guts, you are dead.</p><p></p><p>Now, some caveats: </p><p></p><p>If you hit the head, you get 2 more dice of damage. If you hit the "gizzards" you get one extra die of damage. An average shot to the head does 3 wounds, and a good one can kill you outright.</p><p></p><p>PCs have "Fate chips" that can cancel wounds when they are taken, as if they never happened.</p><p></p><p>Any hit, even if it doesn't inflict wounds, also inflicts at least 1d6 "Wind" - this represents pain and short-term breathlessness, fatigue, shock. If you run out of wind, you don't die, but you're winded, and can't do anything effective until you catch your breath. A typical character has between 8 and 24 wind. So, while your wounds are piling up scattered across your body, your Wind is all going one place. So, it is quite possible for you to taken out of action by wind, even if you aren't all that hurt.</p><p></p><p>Oh, and non-magical healing is *slow*. It can take weeks to recover from a major wound.</p><p></p><p>The above are the rules for PCs. You can use them for major NPCs and monsters, but the rules suggest some simple ways to deal with "mooks".</p></blockquote><p></p>
[QUOTE="Umbran, post: 5736948, member: 177"] Hm. Well, let me toss Classic Deadlands into the mix. This is a non-d20 game, the precursor to Savage Worlds. A lot more baroque than it's progeny... Remember that this isn't a medieval fantasy game. It's "Weird West", and in the genre, you can expect that if someone with moderate levels of skill points a gun at you, if he gets lucky, you might end up dead when he pulls the trigger. A typical revolver is perhaps the most common weapon around, and does 3d6 points of damage. The dice "explode" (roll again and add) on a 6, so there is no theoretical maximum damage from a single shot. The average roll on a d6 is 3.5. On an exploding d6, it is 4.2. You take the damage, divide by the target's size (a 6 for man-sized things), dropping fractions. This gives you a number of wounds. So, an average shot will to 12.6 damage - two wounds. Those wounds are applied to a hit location (one of your arms, one of your legs, your guts, or your head - if you weren't making a called shot, you roll on a chart). As you take wounds to *any* location, you start taking penalties to die rolls. If you take six wounds in a given location, that location is "maimed". A maimed arm or leg ceases to function. If you are maimed in the head or guts, you are dead. Now, some caveats: If you hit the head, you get 2 more dice of damage. If you hit the "gizzards" you get one extra die of damage. An average shot to the head does 3 wounds, and a good one can kill you outright. PCs have "Fate chips" that can cancel wounds when they are taken, as if they never happened. Any hit, even if it doesn't inflict wounds, also inflicts at least 1d6 "Wind" - this represents pain and short-term breathlessness, fatigue, shock. If you run out of wind, you don't die, but you're winded, and can't do anything effective until you catch your breath. A typical character has between 8 and 24 wind. So, while your wounds are piling up scattered across your body, your Wind is all going one place. So, it is quite possible for you to taken out of action by wind, even if you aren't all that hurt. Oh, and non-magical healing is *slow*. It can take weeks to recover from a major wound. The above are the rules for PCs. You can use them for major NPCs and monsters, but the rules suggest some simple ways to deal with "mooks". [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Damage Systems in RPGs?
Top