Integrating hit point damage and wound level

Aussiegamer

First Post
please read attached file and comment.

This is an attempt to use hit point damage with wound type damage system.

Having hit point damage allows vehicles to stay like they are for hit point loss and also allows for a greater variation in weapon damage to stay.

I am looking to convert my system to this, so talents for tough would be added and other changes needed to be done as well.

EDIT: File removed as its no longer being used
 
Last edited:

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You may want to keep an eye on the upcoming Star Wars Saga Edition ruleset, which from the sounds of it is utilizing a mechanic similar to what you have in mind (I haven't checked out your attached file, as I'm currently at work).
 

Ok, I checked out the document. Overall, the system looks very complex, too complex for my personal taste. But, I will try and comment the best I can, as I understand it.
One thing I was wondering is- What is SL?

On the damage table, it seems rather pointless to progress to penalties beyond -6 or even -10. You'd be pretty pathetic at that point anyway, no? Why not simply be disabled? Or reduce ability scores or something more dramatic?

Sorry, I'm not much help. I just feel as if I've stepped into the middle of a new system that I know nothing about. I'm trying to pretty much stick with d20 modern as much as possible. A personal choice, not a snide opinion. I applaud your efforts, it's just that this system seems quite removed from what I know with d20 modern.
 

Wow, that's complicated.

The wealth of completely new, and very confusing, abbreviations don't help at all.

First, you'll need to calculate a new statistic for every single creature and character (and why doesn't size affect the CDT? You'd think an elephant would be more resistant to knives than a housecat).
Second, every successful attack requires checking on three to eight tables and lists. That's a lot of extra resolution for each attack, especially when a character or six can get seven attacks per round.
Third, it dramatically increases the lethality of all combat; above and beyond cinematic levels and all the way to Deadlands -style hyper-death without Fate Chips. Even attacks that don't kill you can leave you out of the next six adventures as you wait for your limbs to heal. That's just not fun by anyone's definition.

The results I'd expect are your players will try to avoid all combat, unless they can ambush their foes. Combats will take about twice as long to resolve simply because the number of things that need to be tracked and referenced with each successful attack has soared. Finally, any time a character has taken damage, there is a decent chance that the character is removed from the rest of the adventure and possibly the next several adventures.

So, combat will become something to be avoided at all costs; which is strange, given the amount of rules spent on resolving combat versus the amount of rules for resolving non-combat.

*shrug* It's your game, play it how you wish. I'd never use these rules, though.
 


yer fair enough the abbrevs do make it a bit harder to read, the abbrevs are in the title for each one, like step damage (SL) [I could not think of a better name], but yes could be missed.

Maybe damage level????

I will get rid of them for the next release, except in tables.

My thoughts on why
I like the idea to keep hit point damage, as it allows two things

1. against vehicles the weapon as it does that much damage
2. Allows for a greater variance for weapons. pretty dull having +2 damage for lots of weapons or such.

The procedure

roll weapon damage
compare damage to creatures combat damage threashold (I put this on the PC sheet )
assign step level loss, if applicable
assign secondary ability damage, if applicable.

Yes its more complex than standard systems, as I find them to limiting and dull.

The secondary damage could be made optional for those that don't like it, but then it takes a part of the damage system away.

Just having step loss does not really do it for me, as poisons can have ability damage and do real damage, and thus this still allows this.

Creature:
Yes a conversion is required, after all this is a new system and NOT d20M or D&D or such. Just as they use a similiar number for FORT save v -1hp etc.

SIZE:
If I stab a cat then there is a good chance I will kill it, but do that to an elephant and well you'll just get stomped on most likely.

Size adds ability to withstand damage, as it does for vehicles. This is done in many systems already. I like the idea and it seem to be true to life some what.

TIME:
I have used my base ideas that I had already play tested, added the step level.

The time taken to run a combat was just as long as running it for D&D 3.5 for my group.

At higher levels recording the damage took time to add the last damage to your damage total, with this its all steps, thus the amount of damage is pretty simple to add together.

Orge
Since this is my first step then your not in the middle. A couple of things like health mod (STR mod + CON mod)/2 rounded down, do need to be explained I suppose, but since I can not just post the entire system then reading whats on offer and commenting is :D

Yer putting disabled or such might be better, I will look at the conditions and see if one fits. Thinking disabled for 75% might be OK :\ ???

I dislike d20M to the max and thus my quest for a system for me, and others interested :), to use.


Donovan Morningfire
No thanks I prefer to design my own :)
I read that they will be having HP and damage levels, man that sounds like complex system to me! lol



Ranger Reg
Please go to RAR lab or google RAR and get the free download if you want to read my stuff. I don't use zip.


But thanks for feedback

any thoughts on changes or such please post them :D
 

Thanks for the comments.

I have cleaned up the tables and now have a system that affects ability scores only, no step damage or such, so effectively wearing down a creature's ability to do actions.

If they get to zero INT, WIS, DEX etc they become Incapacitated, unable to do anything, but not dead.

Of course zero CON means dying, not dead yet but getting there.
 

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