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Favorite Non-HP Health/Damage System?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8322725" data-attributes="member: 6704184"><p>From Alternity's wound track, to Apocolypse World and it's derivitives' Harm, to many other systems, there are a decent number of ways to model getting hurt in a TTRPG. </p><p></p><p>One thing I admire about Harm is that it more smoothly allows modeling things like psychological strain using the same model and getting stabbed. </p><p></p><p>Alternity, on the other hand, complicates HP by turning it into two separate values, one more vital than the other. </p><p></p><p>My own TTRPG is currently getting a new iteration playtested soon, after I finish working on a sort of damage threshold health system where you have Stress and Trauma, and both build up over time and threaten to take you out of the fight, but Trauma lingers while Stress is much easier to "heal". It is also a system in which meeting a god can cause the same level of Trauma as getting stabbed, but with differing specific effects if the Trauma gets to be too much. We'll see how well it works during playtesting. It's possible we will go back to HP style health. Well, much less bloated than any dnd's HP has ever been, but whatever.</p><p></p><p>What are some other systems? What are your favorites?</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8322725, member: 6704184"] From Alternity's wound track, to Apocolypse World and it's derivitives' Harm, to many other systems, there are a decent number of ways to model getting hurt in a TTRPG. One thing I admire about Harm is that it more smoothly allows modeling things like psychological strain using the same model and getting stabbed. Alternity, on the other hand, complicates HP by turning it into two separate values, one more vital than the other. My own TTRPG is currently getting a new iteration playtested soon, after I finish working on a sort of damage threshold health system where you have Stress and Trauma, and both build up over time and threaten to take you out of the fight, but Trauma lingers while Stress is much easier to "heal". It is also a system in which meeting a god can cause the same level of Trauma as getting stabbed, but with differing specific effects if the Trauma gets to be too much. We'll see how well it works during playtesting. It's possible we will go back to HP style health. Well, much less bloated than any dnd's HP has ever been, but whatever. What are some other systems? What are your favorites? [/QUOTE]
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