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General Tabletop Discussion
*TTRPGs General
House rules to eliminate "dead rounds" + Shaken from Savage Worlds (and ... it kind of ends up like hit points)
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<blockquote data-quote="innerdude" data-source="post: 9529665" data-attributes="member: 85870"><p>The only real suggestion provided in the rules is to avoid scaling toughness quite so far but instead give certain enemies extra wounds (4+) with lower toughness. Which . . . is fine, I suppose, but so far our playtests with the Strain mechanic have been very positive. It not only solves the "static round of combat where successful attacks have zero effect," but it also adds another interesting tactical + strategic layer for player interaction with strain recovery and use of bennies.</p><p></p><p>"Dang, so I'm down to 3 strain, if I take another hit that doesn't cause a wound, I'm going to be in trouble at that point. Do I boost my strain now with a bennie? Wait until I actually take the wound and soak the wound? But if I take the wound and don't soak it, I'm going to lose 6 strain anyway (assuming character's Vigor is a d6). So am I better off looking for more Strain now?"</p><p></p><p>One thing I'm also aware of --- the Strain mechanic as I have proposed is a fairly "gamist" proposition. You can kind-of-sort-of eyeball it as fatigue, stress, wear, etc., but it really is primarily designed to work as a pacing mechanic and a method to reaching my goal of fewer wasted combat rounds.</p><p></p><p></p><p></p><p></p><p>Yeah, this is pretty baseline, I think. If your attack misses, it's a fast, easy resolution, no need to move forward. "You missed. Next player." </p><p></p><p>I know D&D 4 introduced some "damage on a miss" mechanics, which don't bother me at all, and I'm also totally comfortable with more narrative-style / "quantum outcome" mechanics that could apply on a miss, but Savage Worlds really doesn't need them. It's pretty "trad" in terms of DNA, so no need to overcomplicate that a miss is a miss. </p><p></p><p>What the Strain mechanic is attempting to solve for is, roll attack >> hit >> roll damage >> "Oh crap, didn't roll enough damage to even shake the opponent, entire preceding attack resolution process was totally worthless and a waste of everyone's time, including the other players and GM, because literally nothing changed in the fiction."</p></blockquote><p></p>
[QUOTE="innerdude, post: 9529665, member: 85870"] The only real suggestion provided in the rules is to avoid scaling toughness quite so far but instead give certain enemies extra wounds (4+) with lower toughness. Which . . . is fine, I suppose, but so far our playtests with the Strain mechanic have been very positive. It not only solves the "static round of combat where successful attacks have zero effect," but it also adds another interesting tactical + strategic layer for player interaction with strain recovery and use of bennies. "Dang, so I'm down to 3 strain, if I take another hit that doesn't cause a wound, I'm going to be in trouble at that point. Do I boost my strain now with a bennie? Wait until I actually take the wound and soak the wound? But if I take the wound and don't soak it, I'm going to lose 6 strain anyway (assuming character's Vigor is a d6). So am I better off looking for more Strain now?" One thing I'm also aware of --- the Strain mechanic as I have proposed is a fairly "gamist" proposition. You can kind-of-sort-of eyeball it as fatigue, stress, wear, etc., but it really is primarily designed to work as a pacing mechanic and a method to reaching my goal of fewer wasted combat rounds. Yeah, this is pretty baseline, I think. If your attack misses, it's a fast, easy resolution, no need to move forward. "You missed. Next player." I know D&D 4 introduced some "damage on a miss" mechanics, which don't bother me at all, and I'm also totally comfortable with more narrative-style / "quantum outcome" mechanics that could apply on a miss, but Savage Worlds really doesn't need them. It's pretty "trad" in terms of DNA, so no need to overcomplicate that a miss is a miss. What the Strain mechanic is attempting to solve for is, roll attack >> hit >> roll damage >> "Oh crap, didn't roll enough damage to even shake the opponent, entire preceding attack resolution process was totally worthless and a waste of everyone's time, including the other players and GM, because literally nothing changed in the fiction." [/QUOTE]
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House rules to eliminate "dead rounds" + Shaken from Savage Worlds (and ... it kind of ends up like hit points)
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