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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4432188" data-attributes="member: 710"><p>Well, you don't have to use Vancian Fighters to use healing surges, if that's any help.</p><p></p><p>The easist "trick" to make healing surges count for more is to give drawbacks for healing surges expended, or have them recover at a lower rate. </p><p></p><p></p><p>Well, I myself haven't come up with anything. </p><p></p><p>Torg uses this approach:</p><p>There are several aspects to damage: </p><p>o Shock points. If these exceed your toughness score, you drop unconscious.</p><p>Certain events and effects in combat can remove shock points, and they heal at a rate of 1 point per minute. </p><p>o "K" and "O". Some degrees of damage deal a K or an O to you (in addition to anything else. You lose an O after one round. A K stays. If you get two Ks, or an K when you already have an O, or an O when you already have a K, you are - guess it - K.O. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>o Knockdown: Some attacks drop you to the ground. </p><p>o Wounds. A character dies once he has 4 wounds. Wounds heal slowly, unless you use healing magic (and maybe very advanced tech.)</p><p></p><p>This might all sound pretty complicated, but the way you take damage is pretty simple. </p><p>If he enemy hits you, take his damage value modified by the die result, subtract your toughness, and consult a chart. The chart tells you what you suffer (and its always a variety of the above, starting with shock points, and eventually amassing a K, O, a knockdown result or a wound.</p><p></p><p>This is the basic damage system. Torg characters and some villains are "possibility rated". This has two basic effects for this purpose:</p><p>- Possibility Rated characters use a different table, that deals less damage (especially in regards to shock points).</p><p>- You can spend possiblities to reduce the damage taken. One possibility gives you 3 packages, and each package allows you to remove some shock points, K/O effects or wounds. You can only spend one possibility for this, so you have to decide whether you risk a wound to stay in fight, or prefer to get knocked out, or take something in between.</p><p></p><p>The system might sound complex, but its very easy to use in play. Combat can still be very deadly, but this is strongly decided upon by the player - does he risk taking some wounds in the hope of beating his enemies next round, further contributing to the battle, risking that the next attack deals so much damage that even after spending all his packages, he will drop dead?</p><p></p><p>---</p><p></p><p>I think the basic ideas here are: </p><p>- Damage per default comes in short-term and long-term effects. </p><p>- The player has a resource that he can spend to avoid short-term effects in favor of long-term effects, or both. </p><p></p><p>---</p><p></p><p>One approach: </p><p>Wound Points & Vitality Points are used, but the meaning is different.</p><p>All damage is vitality damage. Vitality recovers at a fast rate (either a rate like 1 point per level per minute, or just say "after 5 minutes of rest, all vitality points are back")</p><p>Whenever a character takes damage, he can decide to spend wound points to reduce the vitality damage. Maybe 5 points of damage per wound point, +1 per 2 levels. If a character runs out of vitality points, he drops unconscious, taking one 1d4 wound points for each successful attack, +1 for every 10 points of damage dealt. </p><p></p><p>The problem is carefully balancing damage over the levels with the total vitality points for a character, and the points gained from wound points. You ideally want the ratios to be constant (barring special benefits gained over levels).</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4432188, member: 710"] Well, you don't have to use Vancian Fighters to use healing surges, if that's any help. The easist "trick" to make healing surges count for more is to give drawbacks for healing surges expended, or have them recover at a lower rate. Well, I myself haven't come up with anything. Torg uses this approach: There are several aspects to damage: o Shock points. If these exceed your toughness score, you drop unconscious. Certain events and effects in combat can remove shock points, and they heal at a rate of 1 point per minute. o "K" and "O". Some degrees of damage deal a K or an O to you (in addition to anything else. You lose an O after one round. A K stays. If you get two Ks, or an K when you already have an O, or an O when you already have a K, you are - guess it - K.O. ;) o Knockdown: Some attacks drop you to the ground. o Wounds. A character dies once he has 4 wounds. Wounds heal slowly, unless you use healing magic (and maybe very advanced tech.) This might all sound pretty complicated, but the way you take damage is pretty simple. If he enemy hits you, take his damage value modified by the die result, subtract your toughness, and consult a chart. The chart tells you what you suffer (and its always a variety of the above, starting with shock points, and eventually amassing a K, O, a knockdown result or a wound. This is the basic damage system. Torg characters and some villains are "possibility rated". This has two basic effects for this purpose: - Possibility Rated characters use a different table, that deals less damage (especially in regards to shock points). - You can spend possiblities to reduce the damage taken. One possibility gives you 3 packages, and each package allows you to remove some shock points, K/O effects or wounds. You can only spend one possibility for this, so you have to decide whether you risk a wound to stay in fight, or prefer to get knocked out, or take something in between. The system might sound complex, but its very easy to use in play. Combat can still be very deadly, but this is strongly decided upon by the player - does he risk taking some wounds in the hope of beating his enemies next round, further contributing to the battle, risking that the next attack deals so much damage that even after spending all his packages, he will drop dead? --- I think the basic ideas here are: - Damage per default comes in short-term and long-term effects. - The player has a resource that he can spend to avoid short-term effects in favor of long-term effects, or both. --- One approach: Wound Points & Vitality Points are used, but the meaning is different. All damage is vitality damage. Vitality recovers at a fast rate (either a rate like 1 point per level per minute, or just say "after 5 minutes of rest, all vitality points are back") Whenever a character takes damage, he can decide to spend wound points to reduce the vitality damage. Maybe 5 points of damage per wound point, +1 per 2 levels. If a character runs out of vitality points, he drops unconscious, taking one 1d4 wound points for each successful attack, +1 for every 10 points of damage dealt. The problem is carefully balancing damage over the levels with the total vitality points for a character, and the points gained from wound points. You ideally want the ratios to be constant (barring special benefits gained over levels). [/QUOTE]
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