Campbell
Relaxed Intensity
Warhammer - The Old World Roleplaying Game should fit the bill. The game uses an opposed roll (Attack or Shoot versus either Defense or Athletics). If the attacker wins compare damage (which is a static value modified successes) to Resilience (Toughness + Armor).
If damage beats Resilience, you take a Wound from the Wound table. Having open wounds means you take increasingly worse wounds. Taking a wound clears the Staggered condition if you have it.
If damage does not beat Resilience, you are Staggered. Any time you would become Staggered by a successful attack again you must take a wound, fall prone or give ground (move to an adjacent zone). Obviously, you cannot make a decision that is impossible here. If you are cornered or surrounded by difficult terrain you cannot give ground. If you are prone you cannot drop to prone.
It should create some actual tactical decisions without a whole bunch of crunch or math. Have not seen it in use yet but really looking forward to giving it a go.
If damage beats Resilience, you take a Wound from the Wound table. Having open wounds means you take increasingly worse wounds. Taking a wound clears the Staggered condition if you have it.
If damage does not beat Resilience, you are Staggered. Any time you would become Staggered by a successful attack again you must take a wound, fall prone or give ground (move to an adjacent zone). Obviously, you cannot make a decision that is impossible here. If you are cornered or surrounded by difficult terrain you cannot give ground. If you are prone you cannot drop to prone.
It should create some actual tactical decisions without a whole bunch of crunch or math. Have not seen it in use yet but really looking forward to giving it a go.