Damage modifiers

Darshan's solution looks promising.

A major problem with these skills is that you can't just use a straight stat x5% or similar formula because you will still get many creatures with over 90% or so at which point the game system breaks in several different places simultaneously. A solution like Darshan's that allows characters to have these abilities at over 100%, but still lets the game system cope with that is the way to go.

I particularly like this because it makes use of the fatigue system, which seems to work ok, and can also be used to solve the armour penalties problem by having them only apply to fatigue rolls.
 
Rurik said:
Regarding CONx5: It doesn't really solve the problem, just moves from combatants with high resilience skills to combatants with high CON stats. I'm not saying it is a bad Idea, but I would still use it with some rule like penalties for major wounds or fatigue levels (or even Total HP) so CON 19+ characters can still be defeated.
It's a point worth making - Giants and large creatures may have a good CON to boost their HP, but a Major or Serious wound to the large creatures should still mean they suffer like anyone else (a headless giant is much like a headless chicken - probably less effective :D ).

And I, too, like the penalties for the types of wounds depending on location and severity, though darshan's more complicated system or one based on accruing resilience checks (first check = ok, second = -10%, third = -30%, etc, etc) may work well for those who are happy with the complexity.

I'll probably try yourResilience checks on Major wounds (half) for a while, rurik. Hmmm... though it can make Major Wounds even more deadly for starting characters.
 
Halfbat said:
I'll probably try yourResilience checks on Major wounds (half) for a while, rurik. Hmmm... though it can make Major Wounds even more deadly for starting characters.

It can actually be much less harsh on starting characters than fixed penalties. The modifer by severity/location table I posted upthread had -40% and -60% penalties which would be much harsher on lower resilience characters than halving. Halving also works better against skills of say 140 and 160 than the fixed penalties - only at 190 does a person become as 'invincible' as a 95 resilience skill (or 19 Con if you prefer) is without modifiers of some sort.
 
Actually the system we use was intend to reflect somehow how the physical damage takes its toll from the character and as the negative modifications through the fatigue system take down high resilianceskill, it alsos reflects the other skills, that go down to the sink. After all, if your arms and leg has lost enough tissue in your daily fighting routine it tends to reflect in your combatability as well :)

What I forgot to mention was that after the minor wound to the torso the next fatigue level is taken if characters torso/head is taken to negative number- for example a serious wound to head gives -20% (minor wound plus serious wound) by itself and usually it tends to make life a bit more exciting at least for the player, heeh.

And just to make possible a good clear oneshot autodeath I have declered, that once the torso/head takes hitpoinst x 3, character is dead, and this that. So, a good hit from a great troll to your vital ares tend to kill...

But even thou these changes may sound harsh the characterloss has been pretty minimal this far and fights have been intresting and balanced.

But my gratidute goes to Rurik, who had most excelent idea for the dodging- I mean the idea where one may do a good old solid dodge with enough good roll compared to attacker, yet though he still may suffer the consiquenses of the MRQ-dodge, if the defenders roll wont beat attacker. Have to say, that idea itself was brilliant, and makes a lightarmored roguetype character an option again.
 
darshan said:
But my gratidute goes to Rurik, who had most excelent idea for the dodging- I mean the idea where one may do a good old solid dodge with enough good roll compared to attacker, yet though he still may suffer the consiquenses of the MRQ-dodge, if the defenders roll wont beat attacker. Have to say, that idea itself was brilliant, and makes a lightarmored roguetype character an option again.

Thanks for the props. Really it was more hard work than brilliance. I had been playtesting the combat system for months, trying one roll, two rolls, and a whole variety of houserules before that solution hit me - with hindsight I'm a tad embaressed it took me so long to see it.

You've got a few good ideas yourself - I like the HPx3 rule also.
 
Back
Top