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One Hit Die per Character. Ever.
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<blockquote data-quote="Bluenose" data-source="post: 6205052" data-attributes="member: 49017"><p>Why would it be difficult? Games that operate like that have been around for nearly as long as there have been RPGs. Traveller and Runequest are the two I probably play most, though there's many other (newer) ones. If there's one thing I've noticed, it's that players are less inclined to start fights. As characters get more skilled, they become harder to hit rather than carrying on taking hits at the same rate but being less affected by them. </p><p></p><p>As for how things work, Runequest has parry and dodge skills, and armour that acts as DR, and gives starting characters a fair number of hit points (both overall and location specific). It also makes the point that you are allowed to surrender, and many enemies will accept this and then ransom you back to your "group" (clan, family, military unit, cult, etc.) Traveller varies slightly by edition, but a simple assumption is that firefights are lethal for anyone in the open and it's therefore a good idea not to be there. Yes, that applies even to Imperial Marines in high-tech battle dress, if the opposition has effective weaponry. It also has advanced medical technology, not that that helps when the equivalent to starting hit points might average 21, and weapons doing 10d6 damage are available as hand weapons - don't even think about surviving vehicle fire.</p></blockquote><p></p>
[QUOTE="Bluenose, post: 6205052, member: 49017"] Why would it be difficult? Games that operate like that have been around for nearly as long as there have been RPGs. Traveller and Runequest are the two I probably play most, though there's many other (newer) ones. If there's one thing I've noticed, it's that players are less inclined to start fights. As characters get more skilled, they become harder to hit rather than carrying on taking hits at the same rate but being less affected by them. As for how things work, Runequest has parry and dodge skills, and armour that acts as DR, and gives starting characters a fair number of hit points (both overall and location specific). It also makes the point that you are allowed to surrender, and many enemies will accept this and then ransom you back to your "group" (clan, family, military unit, cult, etc.) Traveller varies slightly by edition, but a simple assumption is that firefights are lethal for anyone in the open and it's therefore a good idea not to be there. Yes, that applies even to Imperial Marines in high-tech battle dress, if the opposition has effective weaponry. It also has advanced medical technology, not that that helps when the equivalent to starting hit points might average 21, and weapons doing 10d6 damage are available as hand weapons - don't even think about surviving vehicle fire. [/QUOTE]
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