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*TTRPGs General
Favorite Non-HP Health/Damage System?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8323753" data-attributes="member: 6704184"><p>My system also has a pool of resources, and I've thought about tying health directly to them as well. This is sparking a lot of ideas!</p><p></p><p>What I'm vaguely think is, there are at least 2 levels of damage from an event, determined by what you roll on a check or what the attacker rolls, etc. Checks are 1d12 + a pool of d6, usually determined by skill ranks, though something like an environmental hazard would simply have a pool based on how difficult to deal with it is meant to be. Damage is equal to the result of the 1d12, plus 1d6 per level of success. There are only 3 levels of success, so max damage will always be 1d12+3d6. </p><p></p><p>Each character has a Health score that acts like the damage threshold in Star Wars Saga Edition. You gain fatigue from getting hit, failing a check to handle the strain of seeing something impossible or too big to encompass, losing a friend, etc. If the damage exceeds your Health, you also gain a Trauma related to the source of damage. </p><p></p><p>Now, what I haven't figured out, is how to track fatigue in a simple and satisfying way. Perhaps it is tracked per attribute. There are six, but it might get shortened to 3 eventually. they range from 1 to 4 at CharGen with around 13 total points spread over the attributes, and you gain 1 point per level to put where you want. In this case, hazards would target an attribute, and your Health would be a number + the attribute in question. </p><p></p><p>Any successful attack gives you 1 fatigue in that attribute, and there are consequences to your pool of Attribute Points falling below the fatigue in that score. Hits that exceed your Attribute Health just also give you a Trauma, and you have to roll to avoid Trauma any time your AP pool falls below your Attribute Fatigue?</p><p></p><p>I think I'm going to run with that for the next playtest, and see how it feels.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8323753, member: 6704184"] My system also has a pool of resources, and I've thought about tying health directly to them as well. This is sparking a lot of ideas! What I'm vaguely think is, there are at least 2 levels of damage from an event, determined by what you roll on a check or what the attacker rolls, etc. Checks are 1d12 + a pool of d6, usually determined by skill ranks, though something like an environmental hazard would simply have a pool based on how difficult to deal with it is meant to be. Damage is equal to the result of the 1d12, plus 1d6 per level of success. There are only 3 levels of success, so max damage will always be 1d12+3d6. Each character has a Health score that acts like the damage threshold in Star Wars Saga Edition. You gain fatigue from getting hit, failing a check to handle the strain of seeing something impossible or too big to encompass, losing a friend, etc. If the damage exceeds your Health, you also gain a Trauma related to the source of damage. Now, what I haven't figured out, is how to track fatigue in a simple and satisfying way. Perhaps it is tracked per attribute. There are six, but it might get shortened to 3 eventually. they range from 1 to 4 at CharGen with around 13 total points spread over the attributes, and you gain 1 point per level to put where you want. In this case, hazards would target an attribute, and your Health would be a number + the attribute in question. Any successful attack gives you 1 fatigue in that attribute, and there are consequences to your pool of Attribute Points falling below the fatigue in that score. Hits that exceed your Attribute Health just also give you a Trauma, and you have to roll to avoid Trauma any time your AP pool falls below your Attribute Fatigue? I think I'm going to run with that for the next playtest, and see how it feels. [/QUOTE]
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