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File: Swords Against Death.jpg-(127 KB, 474x599)
How do you feel about damage...
Anonymous 08/25/14(Mon)08:23 UTC+1 No.34384238 Report

How do you feel about damage threshold systems? i.e. systems where instead of depleting the target's hit points directly damage is compared to a certain target number (usually a combination of toughness and armor) and if it exceeds it the character suffers an injury. If it exceeds it by a large amount the severity of the injury increases. If it fails to exceed it the character is usually unaffected or is staggered for a turn.
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Anonymous 08/25/14(Mon)09:09 UTC+1 No.34384943 Report

>>34384238
In really just depends on what I'm looking for in a game. Hit points come a bit more naturally to me because that's what I'm most used to, but honestly, some kind of damage threshold / wound system makes a bit more sense and seems more realistic to me.
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Anonymous 08/25/14(Mon)09:14 UTC+1 No.34384990 Report

>>34384238
I like them better than hit point systems, it feels weird for a character to perform at 100% peak efficiency as long as they have at least 1 HP left.
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Anonymous 08/25/14(Mon)09:22 UTC+1 No.34385129 Report

>>34384990
Not that you see it done a lot, but you can have penalties with hit points as well.
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Anonymous 08/25/14(Mon)09:28 UTC+1 No.34385191 Report

>>34384238

I like them, but it's important to remember the effects they have on combat by comparison.

For example: Lots of little attacks are, unless the threshold of damage is comparatively low or lots of little attacks enjoy some benefit that a big strike doesn't, basically worthless compared to a single big attack, where in other systems they might be more equal.
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Anonymous 08/25/14(Mon)10:26 UTC+1 No.34385887 Report

I don't see the point. This just makes damage a second to-hit roll.
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Anonymous 08/25/14(Mon)11:05 UTC+1 No.34386343 Report

>>34385887
Well, it does avoid the weirdness that can occur with hit points, where the slightest graze on any part of your body brings you significantly closer to death.
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Anonymous 08/25/14(Mon)11:09 UTC+1 No.34386400 Report

>>34384238
I like them alot, but I agree with >>34385887 in that I think there should be either a valid mechanical reason to have both a roll to hit and a roll to damage, or to simplify it into a single roll, and make combat more tactical in return.
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Anonymous 08/25/14(Mon)12:30 UTC+1 No.34387107 Report

>>34386400
It does leads to weirdness in the sense that accuracy and power are treated identically by the system.
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