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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="Henry" data-source="post: 2406446" data-attributes="member: 158"><p>Alternity had three damage totals, similar to Shadowrun: Stun, Wound, and Mortal. Most weapons did wound damage, but thanks to the degrees of success that Staffan mentioned, (Ordinary, Good, and Amazing successes) higher powered weapons could do mortal damage outright, similar to hitting a vital artery. A mortal wound was not immediately fatal, but would cause further damage loss (blood loss) and if not treated within the hour, cause unconsciousness and ultimately death if not treated. Stun or Wounds would not cause unconsciousness until depleted, but after certain points would cause penalty to actions (similarly to getting the <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> getting kicked out of you).</p><p></p><p>With hit points, you're either up or down. With vitality/wounds, you approach the kind of gradation possible with Alternity's system, but there's no way that a character can be "walking wounded" as we know the term; if someone is wounded, they'll live just fine, but they take time to heal. In our Alternity games, if someone took a mortal wound, they KNEW they had to get their character off the battlefield and into triage SOON, or they were dead. Furthermore, body armor made a life-and death difference, as a mortal wound might be partially or even completely stopped by said armor, or due to the type of attack, might be totally useless. Not to make light of the situation, but having just watched a documentary on the North Hollywood Bank Robbery of 1997, this kind of situation was brought home in frightening detail, and reminded me that in a hit point system, such a situation is not really possible. So in my mind, there is a mechanical advantage to such a system.</p><p></p><p>Looking in the d20 arena, Green Ronin came close with the system they devised for Black Company, but it's a little TOO lethal and maiming for the average game session.</p></blockquote><p></p>
[QUOTE="Henry, post: 2406446, member: 158"] Alternity had three damage totals, similar to Shadowrun: Stun, Wound, and Mortal. Most weapons did wound damage, but thanks to the degrees of success that Staffan mentioned, (Ordinary, Good, and Amazing successes) higher powered weapons could do mortal damage outright, similar to hitting a vital artery. A mortal wound was not immediately fatal, but would cause further damage loss (blood loss) and if not treated within the hour, cause unconsciousness and ultimately death if not treated. Stun or Wounds would not cause unconsciousness until depleted, but after certain points would cause penalty to actions (similarly to getting the :):):):) getting kicked out of you). With hit points, you're either up or down. With vitality/wounds, you approach the kind of gradation possible with Alternity's system, but there's no way that a character can be "walking wounded" as we know the term; if someone is wounded, they'll live just fine, but they take time to heal. In our Alternity games, if someone took a mortal wound, they KNEW they had to get their character off the battlefield and into triage SOON, or they were dead. Furthermore, body armor made a life-and death difference, as a mortal wound might be partially or even completely stopped by said armor, or due to the type of attack, might be totally useless. Not to make light of the situation, but having just watched a documentary on the North Hollywood Bank Robbery of 1997, this kind of situation was brought home in frightening detail, and reminded me that in a hit point system, such a situation is not really possible. So in my mind, there is a mechanical advantage to such a system. Looking in the d20 arena, Green Ronin came close with the system they devised for Black Company, but it's a little TOO lethal and maiming for the average game session. [/QUOTE]
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