simonh said:
My brother and I were going through the combat system last night and tripped over this issue - the amount of excess damage you do makes no difference, and doing additional wounds to that location doesn't either. Still, characetrs suffering major wounds are in a bad way and will die unless treated. Excess damage makes treating them very difficult.
This is still a problem though. You almost have to start thinking about game theory in RPGs to see why, bit it's a biggie.
When you play RPGs long enough, you'll find that many game mechanics that seem "fair" really aren't. Not because they don't apply things equally, but because the very nature and focus of the game doesn't make all things equal. The impact of different things in RPGs vary based on what they are and who they occur to.
The most apparent of these is damage types. For the most part. Poison, disease, and "bleeding" effects are meaningless when applied to NPCs. That's because from the players perspective they don't exist unless/until they're interacting with them directly. If they are interacting with them directly, they're either fighting them or *not* fighting them. If they're not fighting them, then those things are all at best plot devices used by the GM. If they are fighting them, then the combat wont last long enough (or the players wont wait anyway) for those things to matter.
How many players would *ever* use poison in RQ2/3? None? How about joining malia and defeating their opponents with disease? No? Why not? Ok. In the case of Malia because that's icky, but also because from a players perspective, it's just vastly faster, easier, and typically more satisfying to simply kill the opponent by hitting him with something. You defeat enemies by beating on them with weapons, spells, etc. Why should I apply a slow acting poison to my blade when 99.99999% of the time I'm going to have to defeat the guy I poison with it long before the poison will kill him (in "self defense" if nothing else).
If I'm in combat with someone I'm typically going to have to keep fighting him until he stops (typically when he dies, right?). Thus, direct damage and death is all that matters. If I have a choice between hitting an NPC with an effect that'll lower some of his stats a few points for a few months and doing damage to him, which one do you think I'm going to pick? Yup. Damage. Everytime. Because I don't really care if that NPC is laid up sick for a month after we fight. But I do care if my character is sick. Thus, stat losses, illness, poison, etc are really things that only matter when they are applied to PCs. By their very nature then, those things are not "balanced", so game mechanics that tip in their direction will favor NPCs, not players.
And by that token, the resiliance rolls really hurt players. As much as it seems intuitive to say that the older RQ hp mechanic was "brutal", it also meant that players could defeat opponents quickly and move on quickly. Even the most brutal RQ campaign is going to have a PC to NPC kill ratio in the tripple digits, so "fast death" clearly helps players more then NPCs. As several people have pointed out, when fighting something with a high resiliance, you're going to be spending round after round applying meaningless damage to a foe that's already "dead", but hasn't failed the resiliance roll to make it official yet. Thus, only the PCs are really affected by those things. After all, the PC is going to care that he's got a clock ticking and must get healing before expiring. The GM can always make more NPCs...
I agree with the resiliance subtration idea. What I'd do is simply add up all damage to any location in excess of that location's total. Apply that as a -5% per hp modifier to any resiliance roll.
And for those trying to scale damage to the HP chart or something. It's not really needed. You get 1 hp in every location for every 5 points of size or con, right? You also get 5 resiliance for every 5 con (or pow, but typically we're going to see larger ranges of con, not pow). So, we can say that 1 hp in a location is *exactly* equal to 5% worth of resiliance skill. It automatically scales. No need to do any extra math.