Showing posts with label Damage. Show all posts
Showing posts with label Damage. Show all posts

Saturday, 21 November 2020

Granades, a way to determine if you're running OSR, Blended or Narrative

 It came to me, when writing the script for my stand-up comedy, about how I'm married to a Russian spy, because she learnt to throw grenades in school.

Grenade Damage, and your game.

Older Grenades had a sleek shell, but, being manufactured in older mills, under time pressure, the often had flaws. the thin wall on one side would result in the shell breaking too fast in one direction, sending out a spray of shrapnel in very specific directions.

The Blast would, according to some fascinating videos on YouTube, blow out mostly in two directions, starting from the thin side, and breaking left and right of that. The thicker side would be propelled away from the thin side.

In Gaming terms, this would be a d4. 

a 1 would result in minimal damage, ringing in the ears, possibly knocked unconscious and possibly a small shrapnel striking the target for minimal d4 damage. (In D&D and other leveled health system, this is d4 per level of the target, to simulate full impact, then minus AC & level from the total to account for dodge)

a 2 would be the bulk, striking the victim with full force, but large enough to smash against armour, and or skin, causing a massive wound, broken bones, and small gashes, possibly killing, but little enough to still be survived. likely 2d6 damage (in DD12 single damage)

a 3 and a 4, would be the worst of it, the spread of shrapnel, being flung at such high speeds and in small enough particles, would rip though the victim, in multiple places, likely severing arteries along the way. likely 5d6 damage (in DD12, separated damage) , plus all 6s causing a critical. instant death is likely.

Game Styles effect

The thing is, if you think about this, the d4 is nominating if you live or die, 1 = most likely living, 2 = decent chance of living, small chance of death, 3 & 4, small chance of living, impaired, but high chance of death.

In certain game styles (mostly narrative), they mitigate damage, they add extra health potions, or the damage is always small increments or as part of the greater whole, is valueless (d4 damage to a 10th level barbarian in D&D? just a scratch) which takes away the believability of the game, and turns it into a cartoon. (the Whiley coyote, can swallow a grenade and merely burp our some smoke (d4 damage) Its done to allow the plot to continue, because the people there are not playing a game that has a plot, they are telling a story with some rules.

Narrative:

So, How would this grenade work in such narrative games? Well, you could have a blast temple, 4 angles. If the character to be hit is a player character or someone vital to the narrative, have the 'thin' side point in their direction. 

Like in the movies, the blast goes off, but they are merely temporarily blinded or deafened, while nearby in the other 4 directions, the other NPCs or opponents would take the damage and be killed or incapacitated.

This can allow GMs and Players of Narrative games the opportunities to do realistic damage, yet maintain the plot. 

Of course, if two or more players are in the blast zone, maybe someone takes one for the team, so the 'real' hero can live on. 

Old School

Old school, of course you just roll d4 and see which side hit the player, the template approach can add some more interest, as once you've ascertained the players damage direction, you can see where other damage may have occurred.

Blended

My own approach has been OSR based, but I do like a good exposition, knowing that the grenade has '4' directions of damage, I'll roll at first to see what the 'initial damage directions' were going to be, but I might have the 'safe' side hit the boss or a specific minion, and have the most dangerous blast take out some of the less important minions. If on the other hand a PC is in the radius, I'll roll the die, then let the players make a 'dive' to the safe side, if they fail and their in the main blast, well, sorry folks, death claims another soul. technically I gave the players an out, letting them see in advance the blasts direction, so they make a choice to dive for the safe direction, its less OSR, but allows the story to proceed 75% more often. 

Conclusion

What's your take on it? is there another approach that I've not thought of? Let me know in the comments below.

Sunday, 18 October 2020

I'm hurt man.. hurt BAD

 Sometimes, I like to experiment with obfuscation of the values, so players can 'roleplay' better, instead of:



Obfuscating the Hit Points

Back in version 1, 2 and even some of 3, I had the old hit points. Players would start with approx. 10, and gain approx. 1-2 per level. When they got wounded, they'd lose HP, when healed, gain HP, when at 0, start making unconscious checks, and at -3 death checks. very old-school.
Players could take extra bonuses in health, KO or death scores.. one player devoted his hero points to this, and at 18th level, had well over 75 HP, a KO of -7 and death at -7 more (-14). Based on the ruling at the time, it was near impossible to kill him. he soaked so much damage, could out last any opponent of similar level.
Players would have, the same above conversation, the tactical advantage of knowing how many HP they had, if they should heal a person or not, based on values, that in real life don't exist. I wanted to get that movie moment, when one character is 'dying' then later they pull it together and keep going, then when their adrenaline kicks in, they do some amazing stuff, even though they're "dying".
So I tried this out (You can use this for a game attempt, its kind fun, for GMs, but might be a little math intensive for younger GMs)

The Hurt System:

First, you make a quick note of players Health, Stress, and the CON and WLP bonuses or your games equivalent for health stats and mental health stats. Players can 'cope' with their Willpower bonuses of damage, but they can take Constitution worth of actual damage.

The point is, to not tell players how close to death they are, just tell them how close to death they FEEL. A player unhurt, will feel like the first cut is far worse than it is, based on how much pain they can normally cope with (their CON bonus), but once in pain, further hits don't feel as bad, because they are already in pain the distraction and adrenaline, will make them feel like the same amount of pain, is actually less.

The way to do this is to glance at the damage done, divide it by the willpower/pain bonus and tell the player "The blade cuts deep into your flesh, you are in extreme pain" according to how much the results were. 

When a player is 'hurt' you inform them to write "hurt" in their health box, If they are in extreme pain, they write extreme pain. 

0-1: Light grazing, 1-2: Hurt, 2-3 badly hurt/ cut deep 3-4: extremely wounded, 4-5 dangerously wounded, 5-6 mortally wounded, 6+ at deaths door.

But here's the rub, A player with 30 health, taking 10 damage, with a pain of 3, is going to be at stage 4 (round up) but another player, with 20 health, taking 4 damage, with a pain of 1 is going to be at pain stage 4 too.

So, then after the 1st wound, when a player takes a 2nd wound, you reduce the 'pain' by their con bonus, to account for adrenaline kicking in..

Player #1 with 30 health, takes another 10 damage, which would be 4 more pain, but her con reduces it by 2, so she only gets 2 more pain levels.. the pain from the wound is just badly wounded, but the total of 6 is mortally wounded, so you'd inform the player they were wounded, and they can feel the icy grip of death nearing.
Player #2, with 20 health, took another 4 damage, since their pain threshold is 1, they feel like they have taken a grievous wound, but since their con bonus is 2, and the total damage is only 8, they are only at the extremely wounded stage (4) rather than their pain threshold level of 8.
Player #1, with 2/3rd of their health gone, is feeling like death, their individual wounds don't feel so bad, but over all they feel bad. Player #2 takes each wound like they are deadly, yet overall are feeling ok.

The purpose here is not to be specific, but instead more descriptive, so the player can easily identify if they are going to die based, not on actual health, but on perceived health.

The Threshold System

Another, less mathmatical intense version is to just keep track of the most wounds they have ever taken, setting an 'invisible' 0, then dividing the difference into 4 or more 'stages'.. 

The above example, we reset, player #1 with 30 hit points.. takes 10 points of damage (a deadly blow, almost killing them!) in their first battle, so the GM jots down 10 as their threshold.

In the next battle, the player takes a quick 3 pt wound, the GM says its a major gash, as its above 1/4th of the threshold, another 5 point wound is also a major gash, later a 3rd major gash pushes their new maximum to 13, and the GM informs the player they are at deaths door as they've gone above their maximum from before.. They retreat from battle, 'barely surviving'

In the next battle, their next 3pt wound is not a major gash, since now, the 1/4th of 13 is 3.25, instead its a minor gash (from the players perspective) yet the 5pt wound is still a major gash.. the player, having seen the earlier 3pt and understood it to be a major gash, now, with another 3pt its a minor gash, wonders... hmm, ok, so I can take more damage than I thought, and like anyone in real life, is probably going to think, Oh, I'm tougher.. rather than 'hey I levelled up'

When they do level up, you increase their actual HP as per normal rules, but you only increase their pain threshold by 1 pt. This works well when you don't announce level ups too, players slowly get used to rolling more successes, but never know their own numbers, just general ideas.. but this is heavy load on the GM to track all players, and only the most pro GMs can handle this level of obfuscation.  

 My Current System

Players, not comfortable with not knowing their damage ratio to death, caused me to try this tactic, which seems to work best for now.

Health points act as the kind of 'threshold' above, if a player has 10 health, they can take 2.5 points of damage, without blinking, if they increase their 'pain' score with skills, it applies to this value.

Once they pass this threshold, the GM warns them, they are now able to be killed. players get cautious when they know any single blow can kill them. which is the effect desired.

Beyond this, players taking damage make system shock tests based on their will power and or constitution, determined by the damage taken vs the total damage already taken.

To evade the constant math that players can sometimes struggle with, the GM will inform them to write in the pain they've taken from any given blow, and the player can see for themselves, what kind of pain they are in. Pain causes negatives to the charactersheet, So players knowing they've taken 1 pain will usually start to question the cost benefit of pushing the battle vs the slippery slope of going on.

Conclusion

The key here, players, will never quite know how far they can push their health & wounds, only the GM, for sandbox games, the GM merely lets players learn via trial and error as to their actual health threshold, and for Narrative style games the GM can allow a wounded character to push on, past actual death, so they can complete the story, and players who have decided to ruin a game, can die off quickly and be asked to leave, without needing to justify the dice results. 

Tuesday, 25 February 2020

Burning Through the Luck.. Why it will always fail long term

A Strange New issue occurred when We started playing Blood Rain & Cataclyzm. At first I was worried that I'd forgotten a rule and broke things..

Luck, Burning stats, and Health.


If you're unaware, players can choose to 'burn' a stat in DD12, to gain an instant advantage, The most common of which are Reflexes, Strength and of course Luck.

Reflexes
With an instant burst of speed, a character increases their Combat Initiative by their reflexes, besides the reflexes going down 1 point (after the bonus is applied) the player gains exhaustion equal to their new reflexes score. Typically players use this to get in an extra final hit, or perform an extra action, just in time before something happens beyond normal control.

Strength
With an instant burst of strength, a character increases their Damage by their strength score, or a bonus +3 to a strength roll, besides the strength going down 1 point (after the bonus is applied) the player gains exhaustion equal to their new strength score. Typically players use this to get in extra damage for a killing blow, or perform an feat of extraordinary strength.

Note, the similarities in description. Both are physical stats, and as such, gain physical exhaustion, Mental stats gain mental Exhaustion, but are the same, either a +3 to the same stat, or plus its score to a value related.. they are listed in the rulebook.

But Luck, is a stranger one. Coming from Dragon Warriors, and Warhammers Fate, The idea was to allow players the chance to avoid that blow, that telling deadly blow, or vice versa, to push for a hit. In any case, luck allows a player the ability to modify a die roll, 1 single die, to be rolled differently. If the player NEEDS this next roll to pass, they can spend a luck to change the results of the die, after it has rolled. If, they just wish the whole roll to change (i.e. attack roll + extra dice) they can 'roll' their luck, and if they pass, spend 1 luck, and if failed, spend 2 luck, to negate the entire roll against them.

Because players spend these more often, sometimes 2-3 in a given combat, having some kind of exhaustion, really slows down the game.. the STR or REF ones above are so rare, players will understand the cost, but with luck, we have to think a different way.

This was more obvious in Cataclyzm, and Blood Rain, where players would spent 5-10 luck in their first session, just to survive.. players literally were running out of luck.

And Luck isn't fixed to your own rolls, anyone can luck any roll.

But, Younger, Wiser, well rested me, was smart enough to put in an interesting rule about luck. Its relevant to your ability to take wounds, and your healing.

When a Character has taken damage, A lot of people consider their Health Max to be the value to check against. If Damage > Health, do I die.. well, yes but no..

First, we check if the individual blow is greater than your health + pain threshold bonuses, if not.. you shrug it off, if it IS, then we check your luck, If you pass, lucky you.. proceed, else, suffer consequences (see below)

BUT if the individual blow is above your Luck score.. you're out of luck.. no roll (except now, you'll probably spend a luck, to change the damage die roll to its minimum)

Next, lets see if your total damage so far, is above your ability to cope,

The quick rule is, if Total Damage > Luck + Health + Constitution, then you're going to make a luck check to see if you might die or not. For most people, this will be in the range of 30-50.

Furthermore, Your luck score ties directly to your healing rate, luck is added to the healing rate WHEN its calculated, (not before) so a person travelling with a healing rate of 27% and a luck of 16, gets a 43% chance to heal per day, When rested, they double this to 86%, when under care of a physician, they add their luck again to 102%, Even with a 10 point wound (-81%) they'd have a 1% chance to heal, but a player having reduced luck to 10, this would be -16%, unless their friends can come up with some cash to the local temple, this character is done for.

Given Base healing, Rested Healing and Physicians Luck, maintaining your luck above 10 is worth 30% but, in the moment, burning your luck, and avoiding the damage in the first place.. well, damned if you do, damned if you don't?

Tuesday, 26 February 2019

DnD Hit Points vs Lightning Bolt

This was asked on facebook the other day:

How much damage should a lightning bolt (one from the sky, not magic) do?

Resulting in a BUNCH of answers, Most of them answering with the premise that the question uses the world "Should" and suggests the DMG is wrong and the OP wants a more realistic answer.



The underlying problem is, DnDs HP system doesn't easily allow for 'pure' damage, its 'related' damage.

When a character takes a blow from an opponent, its suggested that the HP loss is a total combined amount from sweat, exhaustion, pain, bruising as much as broken skin, bleeding, internal damage and destruction of vital organs.

It also suggests that higher level characters can take more sweat, exhaustion, pain and bruising, before getting severly tired, and actual damage is mitigated by the character dodging enough to reduce any real damage, relaxing the body enough at the time of impact to reduce muscular damage, AND the idea that a higher level character likely has taken a few blows and their skin is a tad tougher.

So a 1st level character with 8hp, taking 8hp wound is going to be in so much pain and shock, they are reduced to a blubbering mess, and possibly will die just from the shock of the blow.
ok, so you take
3d4, 7d6, 7d8, 9d10 and 3d12 damage,
Still alive? 

While a 10th level character with 80hp, is going to feel a pang of pain, but will have 'mitigated' the blow as though it was only actually 1hp of damage if he were a 1st level.

This of course is often forgotten, players get the wrong impression that their character can take several hits from several weapons, and just keep going.

But when you get involved with actual damage, it goes awry.

Spell lightning involved factors such as dodge, target missing, arcing off nearby metals, seeing the spell coming and getting partially or mostly out of the way, even when hit, where a higher level character can 'notice' these things and mitigate the damage taken, a low level character takes the full brunt of it.
But pure damage should ignore level, and be as equal in killing a high level as it does a 0th peasant.

I think DnD 2nd edition used to have damage dice as a value, and pure damage was multiplied by damage dice. Creatures had damage dice, so certain spells or effects would do d10 x damagedice. But some creatures had d4 damage dice, so a d10dd effect would likely kill them, but other d12 or d20 dd creatures, could likely survive.

<rant>Of course, the modern gamer can't even add up basic numbers to do their own experience, so trying to calculate damage dice would ruin the experience and destroy their immersion</rant>

This is one of the main reasons I liked Dragon Warriors. your health was just that, Health. Checking if the attack was better than your opponents defence, if their armour was thick enough to absorb the blow all came way before health. and health represented the wounds that would bring you closer to death. You were lucky if you got 1 per rank, so while a 10th ranked barbarian with 16 HP fared better against a 10th ranked sorcerer with 9 HP, it was not in such a magnitude of difference than a d20 fireball couldn't kill them both, and all the 6HP peasants standing around.

I took it a few steps further for DungeonWorld v1->3 but HP was a staple for roleplaying games, so I stuck with what players expected..

Version 4, was a time of stripping back to basics and redoing the engine from the ground up with what worked, and trashing the flawed, old-school, chunky rules and looking at what really mattered.

Game Speed, Player Understanding, Luck and Realism.

Players, looking at a situation, see 100HP, see 2d10 damage from opponent, see average 10damage, see 8 rounds of safe combat. Wade in, taking blow after blow, not caring, just need to burn down the opponents HP.
Some DMs will tell them the HP of the monster, and the players will cross reference their damage and say "oh no, we need X more rounds, then include a few heal spells, and viola", why bother rolling the dice.

Sometimes players will slow down their game, to figure this kind of thing out..

So for games speed, My research suggested that players should just 'take damage' as the GM tells them, and if its excessive, make a check. The check should slow them down a few seconds.. because like their character, they are grasping at their chest/wound, life and death on the line.. ANY time a check is being made vs damage, the player can die right there, the tension is real, players are far more engaged and understand the threat.


This could be a lucky 1st level
or an unlucky 20th level

Artist:Gui Guimaraes

Whats more interesting is that a character can, and should, be able to be taken down in any given hit. Not being hit at all should be priority no.1. Also, monster can and should, be taken down with one hit too, if its placed well. Players should be looking to get that hit, and not be hit. and be creative with that.

Luckily, they are Heroes, and can mitigate the wound or the check vs death with the luck rules, allowing lower level characters the chance to avoid mistakes made, and higher level characters should have players who have learnt not to make such mistakes.

There is no way to tell if your going to die from a single 8pt wound or 20 x 2pt wounds, so you can't calculate the odds of surviving several blows from a creature. Don't get hit is the way to survive.

Eventually if you keep putting your character in extremely dangerous situations, odds are they will die, so players will often retire a character that's reached a point of no return, and use them as a support character for their next character to join and learn from.

The Game runs faster, Players don't have 'pure numbers' to game, luck plays its part and its far more realistic without sacrificing game play.

and a lightning bolt will kill 20% of people, no matter their level.. though, holding a metal blade in a lightning storm is more likely to get you hit.