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True Damage: An Alternative?
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<blockquote data-quote="Ahnehnois" data-source="post: 5932522" data-attributes="member: 17106"><p>You're kind of missing the point here. The OP was about a system for making certain types of damage heal slower, and normal combat damage was essentially excluded. What hit points mean and the lethality of combat are separate issues. This is what I was getting at:</p><p>***</p><p>That's not all it introduces. Wound damage allows you to give penalties to conscious characters with wound damage without making every single hit disabling or tracking things like hit location. Wound damage also allows for different effects to deal more or less serious damage, creating a more diverse set of combat rules.</p><p></p><p>Okay. So getting turned to stone by a medusa in one roll is okay but getting skewered by a spear is not? Or would you say that both of those are equally problematic in your opinion?</p><p></p><p>Exciting combat does not mean long combat, nor does it mean fair combat, nor does it mean everyone has to roll dice in a combat. In fact, I would say that it is hard to have an exciting combat when you know that inflicting serious harm is not a possibility for one or both combatants. I would much rather skip the grind and get to the important part of the battle-deciding who lives and who dies-as quickly as possible.</p><p></p><p>***</p><p>Are you against subdual/nonlethal damage, ability damage, condition tracking, marking, and other bookkeeping-intensive combat mechanics like that? Not that I don't agree with your fundamental point-complexity is bad. But I think that a game that already supports multiple forms of harm could stand to use them much better.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5932522, member: 17106"] You're kind of missing the point here. The OP was about a system for making certain types of damage heal slower, and normal combat damage was essentially excluded. What hit points mean and the lethality of combat are separate issues. This is what I was getting at: *** That's not all it introduces. Wound damage allows you to give penalties to conscious characters with wound damage without making every single hit disabling or tracking things like hit location. Wound damage also allows for different effects to deal more or less serious damage, creating a more diverse set of combat rules. Okay. So getting turned to stone by a medusa in one roll is okay but getting skewered by a spear is not? Or would you say that both of those are equally problematic in your opinion? Exciting combat does not mean long combat, nor does it mean fair combat, nor does it mean everyone has to roll dice in a combat. In fact, I would say that it is hard to have an exciting combat when you know that inflicting serious harm is not a possibility for one or both combatants. I would much rather skip the grind and get to the important part of the battle-deciding who lives and who dies-as quickly as possible. *** Are you against subdual/nonlethal damage, ability damage, condition tracking, marking, and other bookkeeping-intensive combat mechanics like that? Not that I don't agree with your fundamental point-complexity is bad. But I think that a game that already supports multiple forms of harm could stand to use them much better. [/QUOTE]
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True Damage: An Alternative?
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