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General Tabletop Discussion
*Pathfinder & Starfinder
Realism, Heroism, and Abstract Hit Points
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<blockquote data-quote="Kaisoku" data-source="post: 4022481" data-attributes="member: 58447"><p>I like this thread, it brings up some very good concepts with regards to how combat works in reality, and how it could be incorporated (or has been) in gaming.</p><p></p><p></p><p>One thing I think is worth going into more depth on is the whole morale or "mindset" issue.</p><p></p><p>A highly skilled combatant won't just be better at avoiding hits, but also won't let hits that do land demoralize him as much. Yes, there's the physical aspect to it, such that a person who has conditioned his muscles and such can withstand a blow better... but it's the same problem with Concentration being solely Constitution based.</p><p></p><p>A skilled Fighter will get slashed across the hand, and might even drop his weapon for it, but without batting an eye, he'll strike out with that hand and punch, grab or fend and otherwise continue fighting.</p><p></p><p>A lack of combat experience can mean the unfortunate person might start clutching the wound, scream in pain, or otherwise lose combative capability.</p><p>For a very non-combative person (normal person who hasn't had any combat experience at all), even a near miss could make them nervous enough to start making mistakes.</p><p></p><p></p><p>This kind of thinking also allows for more story concepts to enter the game. One movie/story that I find great for the "morale" contribution to this thread is The 13th Warrior. The fighters in that story had the mindset that their Fate had already been set, nothing could change it, they will die when it's their time. "Fear profits a man nothing".</p><p></p><p>This would mean a person who has a great bonus against Fear in the game, would likely have a fairly good bonus at surviving combat, since they don't fear death in the same sense. I always thought of Paladins being very powerful in combat for the fact that they were immune to fear... conviction of faith, knowing your God had your back, no fear of dying for the cause, etc... all that would make a scary opponent in combat I'd think.</p><p></p><p></p><p></p><p>As for systems that adequately represent this kind of thinking...</p><p></p><p>d20 Mutants and Masterminds had the Toughness roll to replace hitpoints. While it goes all the way to make it a purely physical thing... the mechanic is quite sound, and could be modified to be more of a Combat Resolve type system.</p><p></p><p>Simply change the effects from "Stunned/Staggered/Unconscious" to things like.. Shaken, Frightened, and Panicked.</p><p></p><p>I also prefer to not remove control of the character from the player, so forcing someone to flee because of the status effect wouldn't be good for a standard combat thing.</p><p></p><p>However, simply changing it to reducing combat options and adding penalties would be sufficient to making someone seriously consider escaping. Especially if you allowed a mechanic for shaking off those effects when not being directly threatened... it becomes a tactical choice.</p><p></p><p></p><p>So basically something like the following status effects:</p><p></p><p>Shaken: Penalties to attack/defense. Through damage or other forms of demoralization, you are becoming less capable at attacking and defending.</p><p></p><p>Frightened: Larger penalties, plus can't use per encounter/day abilities. It's not that you forget how, but rather that you don't think to do it... or you are so nervous that starting the maneuvers fail and turn into normal attacks as you revert to basic training.</p><p></p><p>Panicked: As long as you are trying to remain in combat, you can only perform one standard or move action (like being slowed, essentially). If trying to flee combat (even if it's to get an item, cast a spell, etc) then you can have a full round of actions to do it.</p><p></p><p></p><p>Then, add the ability to spend something like a Full Round action to calm yourself and reduce the demoralization by a step, or something.. as long as you aren't being threatened of course (being damaged or struck while attempting means auto failure, etc).</p><p></p><p></p><p>Toss in some Combat Action points to allow people to shed demoralization when needed, and you've got your Heroic aspect back again.</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 4022481, member: 58447"] I like this thread, it brings up some very good concepts with regards to how combat works in reality, and how it could be incorporated (or has been) in gaming. One thing I think is worth going into more depth on is the whole morale or "mindset" issue. A highly skilled combatant won't just be better at avoiding hits, but also won't let hits that do land demoralize him as much. Yes, there's the physical aspect to it, such that a person who has conditioned his muscles and such can withstand a blow better... but it's the same problem with Concentration being solely Constitution based. A skilled Fighter will get slashed across the hand, and might even drop his weapon for it, but without batting an eye, he'll strike out with that hand and punch, grab or fend and otherwise continue fighting. A lack of combat experience can mean the unfortunate person might start clutching the wound, scream in pain, or otherwise lose combative capability. For a very non-combative person (normal person who hasn't had any combat experience at all), even a near miss could make them nervous enough to start making mistakes. This kind of thinking also allows for more story concepts to enter the game. One movie/story that I find great for the "morale" contribution to this thread is The 13th Warrior. The fighters in that story had the mindset that their Fate had already been set, nothing could change it, they will die when it's their time. "Fear profits a man nothing". This would mean a person who has a great bonus against Fear in the game, would likely have a fairly good bonus at surviving combat, since they don't fear death in the same sense. I always thought of Paladins being very powerful in combat for the fact that they were immune to fear... conviction of faith, knowing your God had your back, no fear of dying for the cause, etc... all that would make a scary opponent in combat I'd think. As for systems that adequately represent this kind of thinking... d20 Mutants and Masterminds had the Toughness roll to replace hitpoints. While it goes all the way to make it a purely physical thing... the mechanic is quite sound, and could be modified to be more of a Combat Resolve type system. Simply change the effects from "Stunned/Staggered/Unconscious" to things like.. Shaken, Frightened, and Panicked. I also prefer to not remove control of the character from the player, so forcing someone to flee because of the status effect wouldn't be good for a standard combat thing. However, simply changing it to reducing combat options and adding penalties would be sufficient to making someone seriously consider escaping. Especially if you allowed a mechanic for shaking off those effects when not being directly threatened... it becomes a tactical choice. So basically something like the following status effects: Shaken: Penalties to attack/defense. Through damage or other forms of demoralization, you are becoming less capable at attacking and defending. Frightened: Larger penalties, plus can't use per encounter/day abilities. It's not that you forget how, but rather that you don't think to do it... or you are so nervous that starting the maneuvers fail and turn into normal attacks as you revert to basic training. Panicked: As long as you are trying to remain in combat, you can only perform one standard or move action (like being slowed, essentially). If trying to flee combat (even if it's to get an item, cast a spell, etc) then you can have a full round of actions to do it. Then, add the ability to spend something like a Full Round action to calm yourself and reduce the demoralization by a step, or something.. as long as you aren't being threatened of course (being damaged or struck while attempting means auto failure, etc). Toss in some Combat Action points to allow people to shed demoralization when needed, and you've got your Heroic aspect back again. [/QUOTE]
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