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Favorite Non-HP Health/Damage System?
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<blockquote data-quote="pemerton" data-source="post: 8326173" data-attributes="member: 42582"><p>In Burning Wheel, injury takes the form of debuffs. (The severity of the debuff depends on the toughness of the victim. The worst debuff is death, if the injury exceeds the victim's Mortal Wound threshold.) Healing takes in-game time based on rolls on the Health score, but it it possible for permanent debilitation to result from severe wounds. The main effect of magical healing, if available, is to boost Health rolls.</p><p></p><p>In Rolemaster most injury also takes the form of debuffs, various specific injuries generated on critical charts. There is a very detailed magical healing system (many many variants on the D&D Cure Blindness and Regeneration-type spells). There is also a detailed system for calculating natural healing times, and again there is the risk of permanent debilitation.</p><p></p><p>These systems tend to generate a lot of grittiness.</p><p></p><p>Prince Valiant resolves all challenges via a "death spiral" system - the winner of each round of opposed checks deducts their victory margin from the loser's dice pool. The GM adjudicates the in-fiction meaning of being reduced to zero - in physical conflict, injury is a possible adjudication. Recovery depends upon the GM's decision. The rules state that death of PCs is not normally a big part of Prince Valiant play.</p><p></p><p>This is quite non-gritty!</p><p></p><p>Cortex+ Heroic/MHRP is also pretty non-gritty. It uses Stress as a debuff similar to Smallville described above (emotional, mental, physical); a character who is stressed out takes Trauma instead, which works like Stress but is more difficult to recover. Beyond Trauma, lingering debilities would need to be expressed via other aspects of the PC-development/change rules.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8326173, member: 42582"] In Burning Wheel, injury takes the form of debuffs. (The severity of the debuff depends on the toughness of the victim. The worst debuff is death, if the injury exceeds the victim's Mortal Wound threshold.) Healing takes in-game time based on rolls on the Health score, but it it possible for permanent debilitation to result from severe wounds. The main effect of magical healing, if available, is to boost Health rolls. In Rolemaster most injury also takes the form of debuffs, various specific injuries generated on critical charts. There is a very detailed magical healing system (many many variants on the D&D Cure Blindness and Regeneration-type spells). There is also a detailed system for calculating natural healing times, and again there is the risk of permanent debilitation. These systems tend to generate a lot of grittiness. Prince Valiant resolves all challenges via a "death spiral" system - the winner of each round of opposed checks deducts their victory margin from the loser's dice pool. The GM adjudicates the in-fiction meaning of being reduced to zero - in physical conflict, injury is a possible adjudication. Recovery depends upon the GM's decision. The rules state that death of PCs is not normally a big part of Prince Valiant play. This is quite non-gritty! Cortex+ Heroic/MHRP is also pretty non-gritty. It uses Stress as a debuff similar to Smallville described above (emotional, mental, physical); a character who is stressed out takes Trauma instead, which works like Stress but is more difficult to recover. Beyond Trauma, lingering debilities would need to be expressed via other aspects of the PC-development/change rules. [/QUOTE]
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