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Savage Worlds - Hit Point System?
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<blockquote data-quote="Wik" data-source="post: 5443716" data-attributes="member: 40177"><p>This was one of the problems we've faced. It works with NPCs fine, but with PCs, it can get kind of annoying to get shaken every round, have to make a check to lose your shaken status, and then not take actions. And then, suddenly, BANG! You're dead.</p><p></p><p>It kind of sucks to have to save your bennies for damage soak rolls, instead of using them for stunts, which is how the game usually goes for us. Every single player in the group that's played it, as well as myself (the GM) agree that the game would be near perfect for us were it not for the damage system. </p><p></p><p>We also hate the healing system in the game, as it becomes very difficult to have wounds that really feel like "wounds". </p><p></p><p>I was thinking of the Cortex System, which is another system I really like, but the damage system there isn't much better in my experience. While I could transplant the damage system in Cortex over to Savage Worlds, I have a feeling they wouldn't mesh very well - Cortex rules don't have exploding dice, whereas that's one of the big draws to Savage Worlds. But I think the Cortex system might be a good starting point, at least - worth checking out.</p><p></p><p>The other one I'm looking at is Earthdawn's damage system. As the game uses exploding dice, and in fact has a resolution system somewhat similar to Cortex with the addition of exploding dice, it could work. As with any damage system that uses exploding dice, it suffers from the "you're fine, now you're dead" problem, but probably not to the degree that Savage Worlds has it. Plus, the Earthdawn wound system is a pretty tight, elegant little mechanic.</p></blockquote><p></p>
[QUOTE="Wik, post: 5443716, member: 40177"] This was one of the problems we've faced. It works with NPCs fine, but with PCs, it can get kind of annoying to get shaken every round, have to make a check to lose your shaken status, and then not take actions. And then, suddenly, BANG! You're dead. It kind of sucks to have to save your bennies for damage soak rolls, instead of using them for stunts, which is how the game usually goes for us. Every single player in the group that's played it, as well as myself (the GM) agree that the game would be near perfect for us were it not for the damage system. We also hate the healing system in the game, as it becomes very difficult to have wounds that really feel like "wounds". I was thinking of the Cortex System, which is another system I really like, but the damage system there isn't much better in my experience. While I could transplant the damage system in Cortex over to Savage Worlds, I have a feeling they wouldn't mesh very well - Cortex rules don't have exploding dice, whereas that's one of the big draws to Savage Worlds. But I think the Cortex system might be a good starting point, at least - worth checking out. The other one I'm looking at is Earthdawn's damage system. As the game uses exploding dice, and in fact has a resolution system somewhat similar to Cortex with the addition of exploding dice, it could work. As with any damage system that uses exploding dice, it suffers from the "you're fine, now you're dead" problem, but probably not to the degree that Savage Worlds has it. Plus, the Earthdawn wound system is a pretty tight, elegant little mechanic. [/QUOTE]
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