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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.
Anonymous 08/25/14(Mon)09:09 UTC+1 No.34384943 Report

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.
Anonymous 08/25/14(Mon)09:14 UTC+1 No.34384990 Report

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.
Anonymous 08/25/14(Mon)09:22 UTC+1 No.34385129 Report

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


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.
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.
Anonymous 08/25/14(Mon)11:05 UTC+1 No.34386343 Report

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.
Anonymous 08/25/14(Mon)11:09 UTC+1 No.34386400 Report

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.
Anonymous 08/25/14(Mon)12:30 UTC+1 No.34387107 Report

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