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<blockquote data-quote="jedavis" data-source="post: 5789298" data-attributes="member: 35933"><p>May I also suggest <a href="http://www.rpgnow.com/product_info.php?products_id=19360" target="_blank">True20</a>? It runs on a very similar (according to my understanding) damage system to M&M. Each weapon / attack has a damage rating, and each character has a Toughness bonus (contributed to by Con, Armor, some feats, and magic). If you get hit, you roll 1d20+Toughness vs 15+damage, with the degree of failure determining how badly injured you are as a result. Success -> no damage, fail by less than 5 -> injured (-1 to Toughness until healed), up to 10 is Wounded (-1 to Toughness and Shaken until healed, stunned for a round), 15 is debilitated, and 20 is dead, if I recall correctly (It's been a while - there may be one more between Wounded and Debilitated). The main problem we ran into was death spiral; if you get Wounded, you're stunned, ergo flat-footed, ergo getting absolutely murdered next round, so we tweaked Wounded so that you're Staggered for a round; action economy penalty still in place, but you're not necessarily going to die shortly thereafter. These conditions stack, so if you're Injured twice and Wounded once, you take a -3 to Toughness rolls. How long it takes to heal each flavor of damage condition also varies; healing off Injured can take as little as an hour, but healing Debilitated takes... a while. You can, however, burn Conviction (True20's version of Action Points, but renewable via RP; almost White Wolf Willpower-esque) to make checks to remove injuries as well, or to re-roll Toughness and hopefully not be injured in the first place.</p><p></p><p>I will say of True20's damage system that a guard with a crossbow is a credible threat, especially to unarmored characters. Crossbows do +3 damage, so you're looking at a DC18 toughness check even in the hands of a relative nobody (without damage boosting feats, for example). You'll likely get an injury out of it against most PCs, and if they roll poorly... It's really more a reflection of the nature of damage in True20, though, that PCs aren't invincible and combat is dangerous. The best defense is to not get hit in the first place.</p></blockquote><p></p>
[QUOTE="jedavis, post: 5789298, member: 35933"] May I also suggest [URL="http://www.rpgnow.com/product_info.php?products_id=19360"]True20[/URL]? It runs on a very similar (according to my understanding) damage system to M&M. Each weapon / attack has a damage rating, and each character has a Toughness bonus (contributed to by Con, Armor, some feats, and magic). If you get hit, you roll 1d20+Toughness vs 15+damage, with the degree of failure determining how badly injured you are as a result. Success -> no damage, fail by less than 5 -> injured (-1 to Toughness until healed), up to 10 is Wounded (-1 to Toughness and Shaken until healed, stunned for a round), 15 is debilitated, and 20 is dead, if I recall correctly (It's been a while - there may be one more between Wounded and Debilitated). The main problem we ran into was death spiral; if you get Wounded, you're stunned, ergo flat-footed, ergo getting absolutely murdered next round, so we tweaked Wounded so that you're Staggered for a round; action economy penalty still in place, but you're not necessarily going to die shortly thereafter. These conditions stack, so if you're Injured twice and Wounded once, you take a -3 to Toughness rolls. How long it takes to heal each flavor of damage condition also varies; healing off Injured can take as little as an hour, but healing Debilitated takes... a while. You can, however, burn Conviction (True20's version of Action Points, but renewable via RP; almost White Wolf Willpower-esque) to make checks to remove injuries as well, or to re-roll Toughness and hopefully not be injured in the first place. I will say of True20's damage system that a guard with a crossbow is a credible threat, especially to unarmored characters. Crossbows do +3 damage, so you're looking at a DC18 toughness check even in the hands of a relative nobody (without damage boosting feats, for example). You'll likely get an injury out of it against most PCs, and if they roll poorly... It's really more a reflection of the nature of damage in True20, though, that PCs aren't invincible and combat is dangerous. The best defense is to not get hit in the first place. [/QUOTE]
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