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*TTRPGs General
Favorite Non-HP Health/Damage System?
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<blockquote data-quote="RobJN" data-source="post: 8323155" data-attributes="member: 21534"><p>I rather liked the durability tracks in Alternity (the old one, not the new one). Stun and Wound tracks based on your hero's CON score, Mortal and Fatigue tracks half that. I like that durability was grounded in your hero's stats, rather than decided by career choice, and <em>then</em> further modified by a stat.</p><p></p><p>It side-stepped the "well, see, you track subdual damage like your hp, but they're not really your hp, and then if they exceed your current hp -- not your total hp, mind you, but your current hp -- then...."</p><p></p><p>Accumulating damage actually wore down your hero. Armor actually worked like armor: sure, it might stop a bullet, but your hero is <em>still</em> going to feel the mule-kick of it. Pile on enough bruises/scrapes/grazes, and that stun damage cascades over into the wound track.</p><p></p><p>Barring a few "buy an extra stun/wound/mortal" achievements, or raising your hero's CON stat.... that was all the HP your hero was ever going to get. No Endlessly Escalating HP. A knife was just as (or maybe only slightly less) dangerous at tenth level as it was at first.</p></blockquote><p></p>
[QUOTE="RobJN, post: 8323155, member: 21534"] I rather liked the durability tracks in Alternity (the old one, not the new one). Stun and Wound tracks based on your hero's CON score, Mortal and Fatigue tracks half that. I like that durability was grounded in your hero's stats, rather than decided by career choice, and [i]then[/i] further modified by a stat. It side-stepped the "well, see, you track subdual damage like your hp, but they're not really your hp, and then if they exceed your current hp -- not your total hp, mind you, but your current hp -- then...." Accumulating damage actually wore down your hero. Armor actually worked like armor: sure, it might stop a bullet, but your hero is [i]still[/i] going to feel the mule-kick of it. Pile on enough bruises/scrapes/grazes, and that stun damage cascades over into the wound track. Barring a few "buy an extra stun/wound/mortal" achievements, or raising your hero's CON stat.... that was all the HP your hero was ever going to get. No Endlessly Escalating HP. A knife was just as (or maybe only slightly less) dangerous at tenth level as it was at first. [/QUOTE]
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