Jacob/HitsandWounds

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Started off as a vague idea for a damage system trying to get the best out of per encounter and per linear, and out of global and local hits. I'm subsequently adding other ideas for "bits for a LARP system" to this page. Not all of these bits necessarily belong in the same system.


Every character has a certain number of hits per location, and a certain number of (non-locational) wounds. #

Life is divided up neatly into encounters.

Whenever you take damage, you lose that many hits to that location.

When a location reaches 0 hits, it is Wounded, and unusable. If a crit is wounded, you fall unconscious.

At the end of each encounter, you regain all your hits, and lose one wound for each location that became wounded in that encounter (or possibly "for each location that is wounded at the end of that encounter" or "for each time that one of your locations became wounded in that encounter", but I think that someone who has their arm repeatedly zeroed, healed up to 1, zeroed again, healed again etc probably ought to lose 1 rather than 0 or many wounds).

Wounded locations become Unwounded between encounters (unless you're out of wounds).

If at the end of an encounter you would be losing more wounds than you have, that many wounded locations are destroyed (theoretically, it's possible for your leg to be broken, healed up, and then fall off at the end of the encounter - clearly you were running on adrenalin...)

Elaborations on the above

Healing powers mostly restore hits rather than wounds, on the grounds that playing someone whose healing powers are only useful in the heat of combat is much more fun than playing someone whose healing powers are only useful in betwen encounters and whose optimum strategy is to stay out of all fights.

If someone is unconscious then it is possible to inflict wounds (subtracting from their wound track, but not destroying locations) on them at a rate of 1 per ?2?5?10? seconds. Or you can just beat their other locations to 0, to add wounds. But if they have more than 7 wounds left, you'll need to do wounding rather than just hits to execute them.

Armour and DAC-equivalent both simply add hits.

There could potentially exist calls such as "sever" - which immediately takes a location to zero hits; "wound", which inflicts no hits but causes a wound to the target - but I'm not convinced their need to be.


No qualifier shall have an inherent meaning - things like "venom double" or "piercing double" or "magic double" or "eel double" can exist, but they have exactly the same effect as a normal double unless the target has an ability that says otherwise.

So, for example, Bob the ethereal wraith may be statted "immune to any damage that does no carry the tag "magic" or "holy"; take +2 hits of damage from anything holy", while Jim the Paladin may have the ability "inflict holy damage with your holy sword of holiness". But "holy damage does +2 hits to undead" is not part of the system.

Sally the golem may be "immune to venom, because you are not alive". But "golems are immune to venom" is not something people have to remember OOC

In this way, the system can encompass an effectively infinite range of damage types, but each individual player only has to worry about the very few that effect them.

OTOH, an purely-advisory bestiary can mention "when statting undead, these are standard; when statting golems, those are" and its entirely possible that IC people will know that usually venom doesn't work on golems. But if they forget this, the system still works just fine.


The days are Dark. The Demons wait on the frontier. Most men are rough, ruthless and live by the force of their arms, and many even make pacts with the Demons for Forbidden Power. A few, on the other hand, still struggle to hold back the Darkness through the light of their souls.

Some skills give you combat stat bonuses through simple physical training; some through pacts with demons, and some through faith, meditation and blessings.

You get more stats for your buck from demons than from physical stuff, and less still from blessings.

But most demonic pacts require you to add the type "unholy" to your damage, and make you vulnerable to "holy", while most blessings let you add "holy" to your damage calls and make you resistant to unholy damage.

So warriors beat witch-hunters, who beat cultists, who beat warriors.


An alchemy system that uses hard skills as a constraint: to use your alchemy, you have to have the correct number of bottles of coloured water; each must be uniquely labelled as which potion it is (so you can't just bring out the first bottle that comes to hand and declare "this is a healing potion", and the recipient actually has to drink at least half the contents to get the effect (requiring them to get the lid off and not spill any).

Or, alternatively, rather than coloured water each bottle has to have a rolled-up piece of paper in it, with the effects of the potion written on it; to use it you have to open it and extract and read the paper.

The flip side to this greater hard-skill challenge is that you can get potentially much more power per point than point-and-click magic.


A random setting, possibly to go with some of the above. Written because I am trying to reset my body clock, and need something to keep my mind off the desire to close my eyes...


Want sleep... eyelids heavy... maybe some stats would help?

All PCs are level 3. There are various levels available; you can mix and match as you see fit.

Default is 1 hit (i.e. 1 per loc), 6 wounds, single by blow with any weapon, cannot use a shield or call damage with an offhand weapon.

Armour physreps are purely cosmetic; anyone can declare themself to be "in heavy armour" or "not in heavy armour", but cannot change during the course of an encounter; this grants the "armoured" (generally disadvantageous) or "unarmoured" tag as appropriate, but by default has no other effect.

Any blow with a short weapon to the back of the torso is a backstab. One *can* backstab the same target repeatedly.

Effects:

Levels

Spells:

Level 1 generic:

Knockdown at range, disarm at range, Counter, Magic single at range, magic triple armoured at range, magic triple by blow, "magic quin armoured" by blow, jump, fully heal one location by touch, sunder at range, grant a target +1 hits per location for the duration of one encounter by touch, take any number of wounds from a willing target by touch, give one wound to any target by touch. "Recognise magic" at touch range. Give a target the "magic" tag by blow, for an encounter. Magic Mute 10 at range. Magic Encumber 5 seconds at range. Magic Weaken 30 seconds at range.

Level 2 generic:

And level 1 ranged spell to any number of targets. Magic triple at range, magic oct armoured at range, fully heal all locations by touch, fully heal one location at range, give a target +3 hits per loc for one encounter, give a target +1 grade of magic damage by blow for encounter. Mute 30.

Level 1 Warlock only:

Gain a degree of resistance to any one tag (tag must be chosen when spell learned). Add any one tag to damage call for duration of encounter (tag must be chosen when spell learned.

Level 1 Unholy:

+1 degree of unholy damage by blow, for the duration of an encounter. Unholy double at range. Unholy quad by blow. Unholy heal all locations, by touch.

Level 2 Unholy:

Unholy double at range to unlimited number of targets, unholy quad at range,


Thoughts?

my thoughts are 1) Wounds system - I see where you are going with it and it is quite innovative but it still seems complex, and more counterintuitive than just counting down a total of hits. 2) I like the simplification of the damage call proposal but it seems very similar to what we have already got (although I realise this is hypothetical) and I don't think it will actually address the issue of some people learning that golems are immune to venom and other people forgetting that when statting them and then the golem-hunters complainig that the world isn't consistent...3) Witchhunter-cultist-warrior system - I love this. Also I want to play your setting :) 4) Alchemy - ideally this is the standard people aim for in TT already, fudges are usually down to issues like lack of armoury physreps, unwillingness to lose lots of physreps on linears and when you sell potions to other pcs without physreps of their own and the most critical, the sheer faff of having to remake physreps every week in your ooc life as well as your ic one/the need to own physreps for every combination of potions you could carry rather than just the ones you actually have on you today. Also, we started with a high insistence on making people actually use physreps by drinking/applying them in some way and it has got dropped for the most part partly because of allergies/food intolerances but mostly just because potion physreps tend to be so unhygenic after two weeks of LARP you wouldnt want one anywhere near your mouth. I do like the paper idea a lot, particularly for transferrable elixiers where the alchemist might not be there at the exact second to say 'the one with the flower on is actually poison, not a healing potion, mwhahaha'. I don't think that being able to buy lots of little glass bottles should have a mechanical advantage. --Zebbie

Similarly, I worry about the hit system feeling complex, though the idea of healers being vastly more effective if they are actively involved in an encounter appeals to me. I also still like the demon/mortal/witch hunter dynamic, but how that panned out would depend a lot of the setting. If all the players are on one side, it makes a lot of sense for them all to play with hunters and have fun beating up the poor, defenceless cultists. A system where you have faith/physical/magic might not attach an ethical consideration to each power source, thus meaning papers, scissors and stones are all represented amongst the player base and character parties. Also, I note that over the summer we have time to playtest this if you feel like it. --TimB

I'll look at it when I've slept, and see if any of it still makes sense...--Jacob

I like almost everything on this page. The Cultists > Mundane > Witch-hunters > Cultists dynamic is great. Presumably each of these three groups also contains fighter, rogue, and wizard equivalents? The hit system, while complicated, has the feature of locational hits in combat without the irritation of having to remember locational hits between combats. The "typed damage has no inherent properties" thing is a wonderful feature which every system should have. I also like hard-skills alchemy but I think asking people to drink the potions is a bad idea, because those things get really unhygenic from being carried around in grotty larp bags (also allergies). Potion labels in bottles are better, as long as you have bottles you can easily get the label out of. Ideally, the society would buy a bag of 100 of these: http://www.sks-bottle.com/340c/fin59a.html (or something similar) and hand them out to alchemists for a few pence each. I love the setting, too - there seem to be ample built-in hooks for everyone, and a small number of clearly-defined factions. This page is, as expected, tempting me to put up my own ideas for system writing. --Valtiel
Looking at the hit system again with a critical eye, it appears that you don't lose any Wounds unless you've actually had a location taken down to 0 Hits. This means that the fights have to be a certain level of nastiness (i.e. enough to take out a location on someone) before they start to sap per-linear resources. And there's a very fine line between an encounter taking out one person's arm and TPK because one of the characters suddenly can't fight as well. With TT's current system, if the party are fighting well and letting the warriors take all the hits on their armour, or if everyone is armoured, encounters have to be quite hard before they start sapping resources, and it can be quite hard to compensate for this as a linear designer. I suspect this system would make that difficulty even more severe.
There is a way to get around this - accept that most encounters will be taking out limbs or rendering people unconscious, and give the characters plenty of access to quick and easy healing so that PCs knocked down mid-way through a fight isn't as much of a disaster as it can be in TT. That way, combat healing becomes much more common (and also becomes a vital hard skill), and wounds actually get used up over the course of a linear. --V
A suggested modification to the death system: If at the end of an encounter you would be losing more wounds than you have, that many wounded locations are crippled and may not be used (but are still attached, and so can be fully healed later if sufficiently big magic is applied). A crippled head or torso is fatal. If an encounter ends and you would have a location crippled but it is not currently wounded (i.e. it has been zeroed and then healed up again), it counts as badly damaged. This has no mechanical effect, except that if a badly damaged location is reduced to 0 hit points, it is immediately severed or otherwise destroyed. --V

My opinion's very similar to Valtiel's here, except that I don't like locational hits because I'm perverse like that. I agree that typed damage having no inherent properties is awesome. I agree about the system. --Requiem

I like the rock paper scissors mechanic, but agree that you'll probably want all three on a particular side, otherwise the cultists just make sure to hire mercenaries/mind control mundane soldiers to defend themselves. And then the best group to take down the mercenary/cultist gestalt is other cultists. Something possibly went wrong there. Would healing in this system insta restore all hits to a location or similar? And yeah, I can see glass cannon syndrome being the standard barrier to overcome, (though if you do, the systems brilliant) --Taxellor

WRT the Holy/Mundane?/Unholy? thing, I would try to make it work as follows:

-If you are found out as a cultist, you become unplayable as a PC; being Holy is slightly socially advantageous.
-Each of the three differences in power level is quite large.
-Mundanes massively outnumber the other two.
-NPC cults are, as Taxellor says, usually composed of a mixture of unholy and mundane; to take them down you ideally want a mix of holy and mundane.
This gives the NPC Cultists the RPS advantage as both their character types can come up against PC characters they're good against. Which isn't a bad thing per say, just worth noting --Taxellor

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Last edited December 6, 2010 5:56 pm by Jacob (diff)
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