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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="Tony Vargas" data-source="post: 6902798" data-attributes="member: 996"><p>A number of systems have done something like that, and it can be treacherous, if there's any way to bypass the larger pool, for instance...</p><p></p><p>How so? Dazed seems pretty minor. No. Yes. Almost certainly. </p><p></p><p>You have to work out why the difference in the pools matters. So far you've got one difference, with dazed instead of dropped for one pool being reduced to 0. You haven't gone into what causes damage to go to one pool rather than another. </p><p></p><p>To be workable without introducing imbalance, death-spirals, and other nasty issues, you'd probably want damage to all come off one pool (the non-physical) before being inflicted on the physical one. Then, for purposes of greater 'realism' or 'grittiness,' you could have the latter be harder to heal (non-surge healing only, perhaps? Or rest & time only?). </p><p></p><p>In Hero System, there's a two-pool (Stun & Body) system that works fairly well. Stun keeps you conscious, Body keeps you alive. So you can be dying (negative Body), but still fighting (positive Stun), which is kinda neat, when you think about it, as it's something that happens in genre.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6902798, member: 996"] A number of systems have done something like that, and it can be treacherous, if there's any way to bypass the larger pool, for instance... How so? Dazed seems pretty minor. No. Yes. Almost certainly. You have to work out why the difference in the pools matters. So far you've got one difference, with dazed instead of dropped for one pool being reduced to 0. You haven't gone into what causes damage to go to one pool rather than another. To be workable without introducing imbalance, death-spirals, and other nasty issues, you'd probably want damage to all come off one pool (the non-physical) before being inflicted on the physical one. Then, for purposes of greater 'realism' or 'grittiness,' you could have the latter be harder to heal (non-surge healing only, perhaps? Or rest & time only?). In Hero System, there's a two-pool (Stun & Body) system that works fairly well. Stun keeps you conscious, Body keeps you alive. So you can be dying (negative Body), but still fighting (positive Stun), which is kinda neat, when you think about it, as it's something that happens in genre. [/QUOTE]
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