Reynard
aka Ian Eller
[NOTE: This is another in my series fo discussing various mechanics for the purpose of deciding what to dow ith my own personal game design. As usual, this thread is not emant to be abotu what i am going to do, but about the subject in general so i can consider lots of options.]
There are nearly as many "health systems" as their are RPGs, from simple D&D style hit points (you are safe until you are at0) to complicated wound levels and death spirals with soak rolls etc (hell 90s games in general).
So I am curious what folks like in health/damage systems and why. What games stand out to you as having particularly good rules in this regard? What makes them good? Same question but "bad" instead?
While I appreciate why HP work the way they do, I like a little more nuance and granularity in health systems. But I also hate death spiral systems. I like how SWADE does it, with limited soak rules, and how Daggerheart does it, with damage thresholds and armor slots.
What about you?
There are nearly as many "health systems" as their are RPGs, from simple D&D style hit points (you are safe until you are at0) to complicated wound levels and death spirals with soak rolls etc (hell 90s games in general).
So I am curious what folks like in health/damage systems and why. What games stand out to you as having particularly good rules in this regard? What makes them good? Same question but "bad" instead?
While I appreciate why HP work the way they do, I like a little more nuance and granularity in health systems. But I also hate death spiral systems. I like how SWADE does it, with limited soak rules, and how Daggerheart does it, with damage thresholds and armor slots.
What about you?







