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Tink-Tink-Boom vs. the Death Spiral: The Damage Mechanic in RPGs
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<blockquote data-quote="3catcircus" data-source="post: 7756270" data-attributes="member: 16077"><p>I don't see how that could possibly slow down gameplay. Surrender or flee = combat encounter finishes quicker. All too often, GMs have to slog through yet *another* encounter with lots of mooks and minions so that the PCs don't kill off their bad guy too quickly. More importantly, surrendering and/or fleeing provides greater opportunities to add plot hooks or more role-playing. Now, instead of a room full of dead minions, you have enemies to interrogate about the BBEG's plans and you have BBEGs who can come back to threaten the heroes at a later time. Likewise, instead of a TPK, you could have PCs who now need to mount a rescue mission to steal back party members who were knocked out or captured during the fight.</p><p></p><p>As to the death spiral mechanics themselves, *NOTHING* is better than the rules implemented in the too-short-lived Twilight:2013 game. A "fair" death spiral, realistic-enough consequences resulting from wounds to different body parts, the possibility of going into shock or of bleeding out, and the option to add insta-kill effects to simulate a shot to the head or heart, should it do sufficient damage. And very simple to use - roll to hit (and the same dice roll also determines hit location using an abstracted -arms/legs/head/torso set of locations), apply damage, subtract protection, and compare to one of 4 (or 5) wound thresholds by location to determine the effects. </p><p></p><p>Simple, elegant, and provides the "feel" of what would likely happen in real life with just enough abstraction to prevent it from being unwieldy.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 7756270, member: 16077"] I don't see how that could possibly slow down gameplay. Surrender or flee = combat encounter finishes quicker. All too often, GMs have to slog through yet *another* encounter with lots of mooks and minions so that the PCs don't kill off their bad guy too quickly. More importantly, surrendering and/or fleeing provides greater opportunities to add plot hooks or more role-playing. Now, instead of a room full of dead minions, you have enemies to interrogate about the BBEG's plans and you have BBEGs who can come back to threaten the heroes at a later time. Likewise, instead of a TPK, you could have PCs who now need to mount a rescue mission to steal back party members who were knocked out or captured during the fight. As to the death spiral mechanics themselves, *NOTHING* is better than the rules implemented in the too-short-lived Twilight:2013 game. A "fair" death spiral, realistic-enough consequences resulting from wounds to different body parts, the possibility of going into shock or of bleeding out, and the option to add insta-kill effects to simulate a shot to the head or heart, should it do sufficient damage. And very simple to use - roll to hit (and the same dice roll also determines hit location using an abstracted -arms/legs/head/torso set of locations), apply damage, subtract protection, and compare to one of 4 (or 5) wound thresholds by location to determine the effects. Simple, elegant, and provides the "feel" of what would likely happen in real life with just enough abstraction to prevent it from being unwieldy. [/QUOTE]
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Tink-Tink-Boom vs. the Death Spiral: The Damage Mechanic in RPGs
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