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Is D&D abstract or micromanaged?
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<blockquote data-quote="WayneLigon" data-source="post: 3496885" data-attributes="member: 3649"><p>Abstract. There are more abstract systems (Tunnels and Trolls is almost abstract to the point of non-existance), but many more system that micromanage a great deal more. The Harn system comes to mind; </p><p></p><p>From <a href="http://www.rpg.net/reviews/archive/9/9298.phtml" target="_blank">Jay Triplett's review</a></p><p></p><p><em>To quickly explain the system, both attacker and defender roll and compare their results on a table. Cross referencing the their results gives some kind of attack result. (Note: The attack and defense tables are small, but very easy to read, and only take up half a page.) Some examples of attack results: </em></p><p><em></em></p><p><em>Attacker gets a success and the defender blocks with a success: The result is a successful block. </em></p><p><em></em></p><p><em>Attacker gets a failure and the defender blocks with a success: Defenders Tactical Advantage (I will explain this later.) </em></p><p><em></em></p><p><em>Attacker gets a critical success and the defender dodges with a success: The attacker gets A1 (this means that the attack was successful and the attacker gets to roll one 1d6 in addition to the number of d6 damage his weapon allows). </em></p><p><em></em></p><p><em>Attacker fails and the defender counterstrikes with a critical success. The defender gets D2(the same as above, but the defender gets to roll damage on the attacker...2d6 extra damage dice in this instance) </em></p><p><em></em></p><p><em>If a successful strike was made by either attacker the next chart called the Aiming Zone (on the same page) is consulted. The aiming zone is divided into 3 columns. Attacker or defender can aim for the high body (which covers from skull to abdomen) or low body (forearm to foot) at -10 to their EML. If no aim was made, there is no modifier to EML and die results are spread out over the entire body (less likelihood you will strike the place you want to hit). The strike location is very specific allowing strikes to jaw, eye, mouth, neck, thorax, hip, upper arm, etc. Once the strike location has been determined the damage dice are rolled to determine the effective impact of the strike on the Injury table. Armor is subtracted from the damage before the effective impact table is consulted. Each strike location has a result for effective impacts of 1+, 5+, 9+, 13+, and 17+ damage. 1+ results always produce minor damage (bruises, cuts, stabs). 5+ results and 9+ results mostly produce serious damage (fracture, cuts, stabs) of different levels. 13+ results produce a few serious damage results to such areas as calf and forearm and a few kill results to such areas as skull and neck and the other results are mostly grievous (crushes, cuts, or stabs). 17+ results are either kill results or grievous results of different levels. The injury table also indicates when fumble, stumble, or amputation checks should be made. Injury results are listed with the first letter of the type of injury (minor, serious, grievous, kill), and the level of injury in numeric form (e.g. M1, S2, G4). All of this information is printed on one page (in color in the second edition, I have heard the third edition is black and white) with highlighted cells in the tables and clear fonts so that it is very easy to read and quick to consult. </em></p><p><em></em></p><p><em>Each new injury and its body part are recorded on the injury section of the combat profile on the back of the Character Sheet. For example a neck S2 injury is recorded, “neck S2”. Every time a character takes a new injury a 1d6 is rolled for each point of Universal Penalty. Universal Penalty is the combined total of wound levels and fatigue levels. If the roll exceeds endurance, the character is downed (unconscious) from bloodloss, pain, and injury. Each turn, the player makes a roll for his character to see if he regains consciousness (using the same number of dice). If a successful roll is made, he regains consciousness. After recovering consciousness a character makes one more shock roll. If he does not make this shock roll, he is in a state of shock, displaying symptoms of cold sweats, weakness, incoherence, etc. If his roll is successful, he remains coherent and can function normally with his Universal Penalty applied. Universal Penalty is a negative modifier made to any skill roll due to fatigue and injury. For more detail/ realism/ consistency the GM may restrict Universal Penalty to appropriate skill rolls, depending on the injury. A K result on effective impact indicates a mortal wound that may be fatal. Where one of these results is indicated the player rolls a number of die equal to the level of the injury. For instance if a K5 is noted, five dice are rolled. If this roll exceeds endurance, the character has died. </em></p><p></p><p>IE, you don't know how good you have it.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 3496885, member: 3649"] Abstract. There are more abstract systems (Tunnels and Trolls is almost abstract to the point of non-existance), but many more system that micromanage a great deal more. The Harn system comes to mind; From [URL=http://www.rpg.net/reviews/archive/9/9298.phtml]Jay Triplett's review[/URL] [I]To quickly explain the system, both attacker and defender roll and compare their results on a table. Cross referencing the their results gives some kind of attack result. (Note: The attack and defense tables are small, but very easy to read, and only take up half a page.) Some examples of attack results: Attacker gets a success and the defender blocks with a success: The result is a successful block. Attacker gets a failure and the defender blocks with a success: Defenders Tactical Advantage (I will explain this later.) Attacker gets a critical success and the defender dodges with a success: The attacker gets A1 (this means that the attack was successful and the attacker gets to roll one 1d6 in addition to the number of d6 damage his weapon allows). Attacker fails and the defender counterstrikes with a critical success. The defender gets D2(the same as above, but the defender gets to roll damage on the attacker...2d6 extra damage dice in this instance) If a successful strike was made by either attacker the next chart called the Aiming Zone (on the same page) is consulted. The aiming zone is divided into 3 columns. Attacker or defender can aim for the high body (which covers from skull to abdomen) or low body (forearm to foot) at -10 to their EML. If no aim was made, there is no modifier to EML and die results are spread out over the entire body (less likelihood you will strike the place you want to hit). The strike location is very specific allowing strikes to jaw, eye, mouth, neck, thorax, hip, upper arm, etc. Once the strike location has been determined the damage dice are rolled to determine the effective impact of the strike on the Injury table. Armor is subtracted from the damage before the effective impact table is consulted. Each strike location has a result for effective impacts of 1+, 5+, 9+, 13+, and 17+ damage. 1+ results always produce minor damage (bruises, cuts, stabs). 5+ results and 9+ results mostly produce serious damage (fracture, cuts, stabs) of different levels. 13+ results produce a few serious damage results to such areas as calf and forearm and a few kill results to such areas as skull and neck and the other results are mostly grievous (crushes, cuts, or stabs). 17+ results are either kill results or grievous results of different levels. The injury table also indicates when fumble, stumble, or amputation checks should be made. Injury results are listed with the first letter of the type of injury (minor, serious, grievous, kill), and the level of injury in numeric form (e.g. M1, S2, G4). All of this information is printed on one page (in color in the second edition, I have heard the third edition is black and white) with highlighted cells in the tables and clear fonts so that it is very easy to read and quick to consult. Each new injury and its body part are recorded on the injury section of the combat profile on the back of the Character Sheet. For example a neck S2 injury is recorded, “neck S2”. Every time a character takes a new injury a 1d6 is rolled for each point of Universal Penalty. Universal Penalty is the combined total of wound levels and fatigue levels. If the roll exceeds endurance, the character is downed (unconscious) from bloodloss, pain, and injury. Each turn, the player makes a roll for his character to see if he regains consciousness (using the same number of dice). If a successful roll is made, he regains consciousness. After recovering consciousness a character makes one more shock roll. If he does not make this shock roll, he is in a state of shock, displaying symptoms of cold sweats, weakness, incoherence, etc. If his roll is successful, he remains coherent and can function normally with his Universal Penalty applied. Universal Penalty is a negative modifier made to any skill roll due to fatigue and injury. For more detail/ realism/ consistency the GM may restrict Universal Penalty to appropriate skill rolls, depending on the injury. A K result on effective impact indicates a mortal wound that may be fatal. Where one of these results is indicated the player rolls a number of die equal to the level of the injury. For instance if a K5 is noted, five dice are rolled. If this roll exceeds endurance, the character has died. [/I] IE, you don't know how good you have it. [/QUOTE]
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