punkorange
First Post
for a fantasy version of this, you might look at star war's vitality system, where your HP is equal to your con and traditional HP is represented as vitality. Critical hits deal vitality and hp damage.
Frukathka said:Will do. I'm running my Sidewinder game tomorrow night. I'll let you know how it goes.
You know what I ran the game but completely forgot about this thread. Sorry. Anyway, I had the players roll up characters for a one shot game using your system. I must say, it took the players a good ten minute to their heads wrapped around the basis, but they did get it. The game ran smoothly and had plenty of encounters and all of them survived every encounter up until the last one. I had them fight a tough gunslinger that had a hidden posse of roughnecks. Anyway, the game ended a bad note. Even though the players knew it was a one shot, they thought that the system you worked up is pretty sour. They only survived the previous encounters because half the time they had to fall back and regroup. They told me that you need to expand on the injury and death rules and that there needs to be another option on increasing hit points.Runesong42 said:Just wondering if you tried out my alternate "shoot or die" rules in your Sidewinder game, and how it went...?
I had them play 8th level characters.Runesong42 said:What level were the PC's you used for the one-shot?
You definetely succeeded in that. I told my players to expect anything. They were peturbed that they couldn't do what they usually do (absorbing damage, as you blutnly put it). They caught on fast and decided that if they couldn't win that theyd fall back. 'Tis better to flee an and live to fight another day.Runesong42 said:If they were higher level, then it seems that the system I had in place accomplished the goal I had intended - your PC's had to fall back and re-group, meaning they couldn't just wade into combat, soak HP damage and come out on top just because they're the heroes.
For a game where this is what you want, it would definetely a good idea to tell your players this.Runesong42 said:My original concept was to make combat more difficult so that my players would attempt more peaceful means of problem resolution before running and gunning into combat.
If you inform your players about the system and what it is upposed to accomplish, they will tell you if they want to be a part of it or not. Less pissed off players this wayRunesong42 said:As a DM, do you find the sysyem "works", based on the criteria I've presented, or is it just going to piss off more people than it's worth?