Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
If D&D did not have HPs, how would you keep track of damage?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4556117" data-attributes="member: 710"><p>I think the framework of Torgs damage system is nice, and I would use something in that direction.</p><p></p><p>Current idea:</p><p></p><p>You deal "shock" or "fatigue" damage and "wounds". Shock damage doesn't kill, but if you took shock damage equal to CON + WIS (or rather: Constitution + Willpower), you drop unconscious. If you take 5 wounds, you are dying, and the next 5 wounds just determine your chance of actually dying. Wounds of 3 or higher cause penalties.</p><p></p><p>In addition, you get something like action points, conviction or possibilities. These are a big in-game resource you have to manage. It can be used for a variety of things, and one of them is reducing damage. Basically, the player takes narration in his own hands and says "This attack doesn't actually hit my artery and instead I fend it off in the last minute due to dumb lock or superior training" (players choice <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>So, you might spend one point to negate up to 3 wounds (and can exchange wounds vs shock points at a 1:3 ratio)</p><p></p><p>I would probably also add two "defenses" in the attack process.</p><p>1) Roll to hit. This deals shock damage on a hit.</p><p>2) Roll to damage. This deals wounds and shock if you penetrate the enemies armor.</p><p>I would also try to setup the system in a way to avoid "excessive" damage and reward skill instead of just rolling well. My current idea is to use the roll to generate "result points". Roll low, and you get a lot of result points (but you might fail, so the result points can't be used), roll high, and you get very little result points. (but at least you hit).</p><p></p><p>A light, agile weapon would have a high attack bonus, but a low armor penetration value. I prefer "cinematic" combat, so I would try to balance armor and weapons so that it is equally effective to wear heavy armor or light armor, though you still would notice specific differences.</p><p></p><p></p><p>My concerns are: </p><p>1) Two rolls for resolving a combat is bad. D&D does this with attack + damage,but at least the second roll doesn't need to beat any DCs.</p><p>2) Can this really be balanced?</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4556117, member: 710"] I think the framework of Torgs damage system is nice, and I would use something in that direction. Current idea: You deal "shock" or "fatigue" damage and "wounds". Shock damage doesn't kill, but if you took shock damage equal to CON + WIS (or rather: Constitution + Willpower), you drop unconscious. If you take 5 wounds, you are dying, and the next 5 wounds just determine your chance of actually dying. Wounds of 3 or higher cause penalties. In addition, you get something like action points, conviction or possibilities. These are a big in-game resource you have to manage. It can be used for a variety of things, and one of them is reducing damage. Basically, the player takes narration in his own hands and says "This attack doesn't actually hit my artery and instead I fend it off in the last minute due to dumb lock or superior training" (players choice ;) ) So, you might spend one point to negate up to 3 wounds (and can exchange wounds vs shock points at a 1:3 ratio) I would probably also add two "defenses" in the attack process. 1) Roll to hit. This deals shock damage on a hit. 2) Roll to damage. This deals wounds and shock if you penetrate the enemies armor. I would also try to setup the system in a way to avoid "excessive" damage and reward skill instead of just rolling well. My current idea is to use the roll to generate "result points". Roll low, and you get a lot of result points (but you might fail, so the result points can't be used), roll high, and you get very little result points. (but at least you hit). A light, agile weapon would have a high attack bonus, but a low armor penetration value. I prefer "cinematic" combat, so I would try to balance armor and weapons so that it is equally effective to wear heavy armor or light armor, though you still would notice specific differences. My concerns are: 1) Two rolls for resolving a combat is bad. D&D does this with attack + damage,but at least the second roll doesn't need to beat any DCs. 2) Can this really be balanced? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
If D&D did not have HPs, how would you keep track of damage?
Top