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Has any RPG system ever used…
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<blockquote data-quote="hawkeyefan" data-source="post: 8413283" data-attributes="member: 6785785"><p>Both Spire: The City Must Fall and Heart: The City Beneath have a system that kind of works like this. </p><p></p><p>In each game, the PCs have 5 different types of Resistances, which are essentially the kind of damage they can take. So your Blood Resistance is a measure of how much physical harm you can withstand, with similar Resistances for Mind, Silver, Supplies, and the like. </p><p></p><p>When a PC takes damage, they accrue Stress to one or more of these Resistances. Every time they take Stress, the GM rolls to see if they suffer Fallout; he rolls 1d0 and if he gets under their current total Stress, they suffer Fallout. That's where the narrative Stress becomes some kind of concrete effect; they get shot in the gut and are bleeding, or they break a limb, or they're stunned, or their primary weapon breaks. </p><p></p><p>It's not an exact match, but functions similarly mechanically. Having played Spire a bit, I can say it's engaging and creates the sense of mounting danger, and the idea that at any point, something can go wrong for the PC.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8413283, member: 6785785"] Both Spire: The City Must Fall and Heart: The City Beneath have a system that kind of works like this. In each game, the PCs have 5 different types of Resistances, which are essentially the kind of damage they can take. So your Blood Resistance is a measure of how much physical harm you can withstand, with similar Resistances for Mind, Silver, Supplies, and the like. When a PC takes damage, they accrue Stress to one or more of these Resistances. Every time they take Stress, the GM rolls to see if they suffer Fallout; he rolls 1d0 and if he gets under their current total Stress, they suffer Fallout. That's where the narrative Stress becomes some kind of concrete effect; they get shot in the gut and are bleeding, or they break a limb, or they're stunned, or their primary weapon breaks. It's not an exact match, but functions similarly mechanically. Having played Spire a bit, I can say it's engaging and creates the sense of mounting danger, and the idea that at any point, something can go wrong for the PC. [/QUOTE]
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