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Tracking Character Harm/Health in Games
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<blockquote data-quote="steenan" data-source="post: 7905024" data-attributes="member: 23240"><p>In Fate, there is stress (abstract, plot armor, resets after a scene) and consequences (specific physical and mental problems, like "broken rib" or "furious at my brother"; they need effort and time to remove).</p><p></p><p>In Masks, there are five emotional conditions (angry, afraid, guilty, hopeless, insecure); when one needs to mark a condition and all are already marked, they are out of the scene. Even in physical combat, emotions are what it all is about.</p><p></p><p>In Dogs in the Vineyard, one just gets fallout dice each time they take hits. After the conflict is finished, the dice are rolled to see how badly it affected them. So somebody could have been hit twice and shot once, but only after the conflict ends it gets decided if they are basically fine with a cosmetic injury, or they are injured in a way that impedes them, or they need immediate medical attention or they just drop dead.</p><p></p><p>In Nobilis, the player decides to take a wound to prevent something worse from happening. Taking a wound gives the wounded side control over what exactly happens. So, for example, one gets burns or becomes permanently on fire instead of burning to death.</p><p></p><p>In Strike, there are HPs, but thy reset to full after every combat. What matters in long term is how many "strikes" one got (how many times they got below half HP and how many times they were reduced to zero and knocked out) - they result in various persistent negative statuses.</p></blockquote><p></p>
[QUOTE="steenan, post: 7905024, member: 23240"] In Fate, there is stress (abstract, plot armor, resets after a scene) and consequences (specific physical and mental problems, like "broken rib" or "furious at my brother"; they need effort and time to remove). In Masks, there are five emotional conditions (angry, afraid, guilty, hopeless, insecure); when one needs to mark a condition and all are already marked, they are out of the scene. Even in physical combat, emotions are what it all is about. In Dogs in the Vineyard, one just gets fallout dice each time they take hits. After the conflict is finished, the dice are rolled to see how badly it affected them. So somebody could have been hit twice and shot once, but only after the conflict ends it gets decided if they are basically fine with a cosmetic injury, or they are injured in a way that impedes them, or they need immediate medical attention or they just drop dead. In Nobilis, the player decides to take a wound to prevent something worse from happening. Taking a wound gives the wounded side control over what exactly happens. So, for example, one gets burns or becomes permanently on fire instead of burning to death. In Strike, there are HPs, but thy reset to full after every combat. What matters in long term is how many "strikes" one got (how many times they got below half HP and how many times they were reduced to zero and knocked out) - they result in various persistent negative statuses. [/QUOTE]
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