Archer wrote:frogspawne:rYour combat system are intresting, as I recognize several designs in the mechanics from other games. Though you have combined them all into one system.
Absolutely! Hopefully it combines the best bits of all the others.
(You've set me thinking now - is there an original design in it anywhere? I'll have to go back and look...)
From what I can see, it combines elements from RQ2/3, a BRP based Samurai rpg named Samurai (how original) - mainly the hit locations are exactly the same, and it contains many elements I have seen in other BRP based or BRP clones in the past, whose names I can not remember at the moment. While it may be a bit more complicated than I prefer, it looks like a very good system. Why not write an article describing how it work and how to use it with RQ?
I heartily recommend your "Threshold" be Zero, with SIZ/2 HPs above and CON (/2, if you like) below being allowed before a character dies. It's much more obvious that "something bad" should happen at Zero.
I appreciate your suggestion. The whole point of posting on this forum was to get suggestion, to brainstorm with other players and GMs, to hammer out the alternative rules so to speak. So please, let me explain my reasoning behind the design of the rules.
The Damage Threshold should be seen as a replacement for Hit Location HP rules. Instead of counting down HPs on a hit location, you get a Major wound to a hit location if you are hit hard enough.
As such they are not really the same Major wounds as those in the RuneQuest Main Rulebook. The effects are similar as you risk loosing body parts or die. Added are that you may have to roll in order to avoid death/loosing body part/get reduction of characteristic score.
Basically the Major wounds in the alternative are at the same time both the Serious and Major wounds in one package (covering the full range of what happens when a hit location is reduced to a negative HP score).
The whole idea of the Threshold being not
"when reduced to zero hit points" is that it is a direct replacement for the HPs of the Hit Locations. It is on the same scale as the HPs each hit location has.
In the default rules when the abdomen is reduced to -1 or below HPs the character may be rendered unconscious. An arm reduced to same values is rendered useless. The threshold is a replacement for having to count the HPs of the arm or the abdomen. Instead stating; that unless the damage is _this_ severe, it will have no permanent effect.
With the Threshold being 1/2 your Total HP rounded up, the scale for disabling an arm, or render the character unconscious is the same (or as close as you can get) as when counting HP per hit location.
A character with 6 HPs in the Abdomen will risk unconsciousnes each round if she suffers 7 points of damage to the abdomen (-1 HP in that location).
If we use your suggestion, the character will be able to suffer up to 11 points (assuming Size 11 of an average human) before she risks the same, or worse. It shifts the scale dramatically. Epecially since I removed the modifications to the critical hits and impaling rules. But it might be a solution to having a more heroic damage threshold.
As for that something bad "should" happen when you reach zero hit points, it still does, because by then you are dying. You lie helpless, unable to take action, and have to make a Resilience test (with a cumulative per round penalty) in order to avoid death.
And when it comes to rewriting the current Damage Threshold to do the treshold the way you describe, we have the problem of a shifted scale when it comes how much damage a hit location can take, as I earlier described.
Even though it is a good heroic alternative that I like as a separate third alternative instead of an option to what is currently written. And even though it is more in line with how the effects depending on the current Hit Points in a Hit location are done now. I still feel that it is more intuitive that a character starts to die from bloodloss and trauma at zero hit points, rather than at -CON HPs. It somehow feels more "right" that when you reach zero total HP you are dying. But that is a matter of personal preference.
As your recommendation is not at all a bad idea for a more heroic damage threshold alternative, I would like to develop it as such. Giving you credit for the idea of course.