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Schrodinger's HP and Combat
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6521236" data-attributes="member: 82106"><p>Well, then there's space combat where if your anti-missile laser turret software doesn't work you get to eat a 20 kiloton nuclear tipped gift package. Generally speaking its a pretty deadly game. I used the original Striker! (heh, just noticed the name clash with the kickstarted RPG) supplement and ran a few mercenary army scenarios with tanks and really heavy weapons. It was silly deadly. Even a pintel mounted fusion cannon is pretty much instant death, even if your clad in the nastiest power armor available. </p><p></p><p></p><p></p><p>Yeah, I've heard all about ToC, but never played it. I think maybe I'll do a Striker! game, they have already put out a sample Lovecraftian adventure. Once the kickstarter finishes up it should be a reasonably nice system. I think the analogies to 4e are a bit strained, but it does present an interesting hybrid of different rules systems. Definitely reading their free rules preview has given me a few things to think about... </p><p></p><p>One of the interesting things is they use hit points as purely a temporary thing. You go into combat with N hit points, every combat (I think, some things were a bit unclear, its only a draft of the final rules, and not complete). Whether or not the stakes include the possibility of death is decided before the encounter starts, so going to zero means you are 'knocked out' of the fight, but could be interpreted various ways, and you can spend APs both as something like an HS or to get a kind of plot coupon, again its somewhat unclear, but the point is hit points are more like 4e's THP, and their APs can act like HS. There are also healing powers ala 4e and I think you can maybe invoke a plot complication to get out of some damage or something. In any case the end result is you get 'wounded' conditions, which impose penalties on your checks, and possibly other conditions. If you get 2-3 wounds you're pretty much non-functional, though again you don't really explicitly die at any specific point.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6521236, member: 82106"] Well, then there's space combat where if your anti-missile laser turret software doesn't work you get to eat a 20 kiloton nuclear tipped gift package. Generally speaking its a pretty deadly game. I used the original Striker! (heh, just noticed the name clash with the kickstarted RPG) supplement and ran a few mercenary army scenarios with tanks and really heavy weapons. It was silly deadly. Even a pintel mounted fusion cannon is pretty much instant death, even if your clad in the nastiest power armor available. Yeah, I've heard all about ToC, but never played it. I think maybe I'll do a Striker! game, they have already put out a sample Lovecraftian adventure. Once the kickstarter finishes up it should be a reasonably nice system. I think the analogies to 4e are a bit strained, but it does present an interesting hybrid of different rules systems. Definitely reading their free rules preview has given me a few things to think about... One of the interesting things is they use hit points as purely a temporary thing. You go into combat with N hit points, every combat (I think, some things were a bit unclear, its only a draft of the final rules, and not complete). Whether or not the stakes include the possibility of death is decided before the encounter starts, so going to zero means you are 'knocked out' of the fight, but could be interpreted various ways, and you can spend APs both as something like an HS or to get a kind of plot coupon, again its somewhat unclear, but the point is hit points are more like 4e's THP, and their APs can act like HS. There are also healing powers ala 4e and I think you can maybe invoke a plot complication to get out of some damage or something. In any case the end result is you get 'wounded' conditions, which impose penalties on your checks, and possibly other conditions. If you get 2-3 wounds you're pretty much non-functional, though again you don't really explicitly die at any specific point. [/QUOTE]
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