So, The Human body, as I understand it, does not 'die' as instantly as we think it does
Tuesday, 11 April 2023
Health, and Death... again...
Wednesday, 18 January 2023
Three lives
A throwback to Nostalgia, a concept I was playing with, but recently with my neck injury, came to a focus point:
The Three Lives System:
Maybe you're a bit young for this, and you've not experienced it in computer games, but back in the day when we paid a coin to play a game. it gave us 3 lives. 3 attempts. Three Strikes your Out! You could learn enough in a life or two on how to play, and then attempt to complete the level with the last life. It allowed for simple mistakes, something out of the ordinary or a misstep.
The FATE system, gives a player a single one of these. death cheat code. Something extreme happened, you died, and you can 'wake up' on a beach nearby, having escaped the entire ordeal to return at a later time.
The LUCK system, gives you micro changes. You botched a single dice roll, or you want to buff that damage roll, or you just need better odds at something.
But it always worried me about the middle ground. What if you copped a blow of some decent damage, something harrowing, a broken arm, or leg or spleen. The damage dice modifier from luck is only 1 dice, its usually enough, but what if you fell 12 metres for a 6d6 damage roll. game wise, you can burn through your luck, to survive the roll, but story wise, maybe it doesn't make much sense, or character wise, you've now used up all your luck. its too expensive to spend fate.
So it got me thinking,
As a young man, I have been in a scrape or two, and survived. Things that now, as an older man, I have some more pressing issues. how is it that my body can take the same damage, the same severity, and then I was ok within a few days, and now, I'm laid up in bed for 2 weeks.
DNA and all that aside, I don't want to have some kind of 'age system' where you need to track time and then consult tables (Dungeon World does that) It needed a simpler system.
So, the Three lives, popped into my head. How about if all players have 3 'lives'. When they take some serious injury, they can negate the permanent effects by spending a life.
1. Players become aware of the possibility of permanent damage, and how it will, in effect, knock a few levels worth of points from their character.
2. It allows for logical progression of the story, allows for some cool story telling points. rather than retroactively taking back the event, it just allows the event to exist without ruining game play.
3. It gives players a micro sense of dread. Gaining or Losing extra lives becomes a way for players to identify their characters fallibility, it creates tension.
4. The character, in effect, has a lifespan. Certain mechanics such as resurrections might rely on lives too. Players can only 'rev' their character so many times before that character is dust. Making it all the harder to actually rise to legendary levels, giving players that do, a real sense of accomplishment.
This, would be the DD12 simple format for the Age & Health rules. Using actual Age rules would likely negate this, as it already uses a permanent damage rules and negation system. though I might tweak that to somewhat match this.
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
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:
The Threshold System
My Current System
Conclusion
Tuesday, 25 February 2020
Burning Through the Luck.. Why it will always fail long term
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
How much damage should a lightning bolt (one from the sky, not magic) do?
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.
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.
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| 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.
Friday, 13 November 2015
Veterans Day in your world
But then I saw a photo-shoot of returned, healed veterans, missing arms, legs, both, faces from burns.. and for a moment I thought.. no-one in a fantasy world would be coming back like that, they'd either die.. or get miracle cures / limited wish back to full health.. but I asked myself again..
What would happen to veterans in our fantasy worlds
begs the Question.. why hire, train and pay an army, if a few mages and clerics would do.
Doesn't feel ok to talk about it in such glib terms, but I think that's the survival mechanism kicking in, so would a medieval person feel the same way about it, not having yearly reminders?
Tuesday, 7 April 2015
Topics to Discuss - Pandoras Box
If anyone has some key point they'd like me to address over the next few months, feel free to add it to the List. I know many of these topics are things other gamesmasters and designers have discussed, so sometimes they'll be my own 2 cents, I like to think that pretty much every GM/Designer that decides to blog has to cover these topics to establish themselves first.. but maybe a few will be unique
In No Particular Order, I would like to discuss:
- Encumbrance, backpacks and Lists vs Encumbrance Points.
- Electronic Character Sheets, good or evil?
- What to do in downtime? Why Healing Spells suck!
- NPCs and Levelling the non-Hero
- Hit Points, health and Falling off Cliffs
- City Campaigns, Do Politics?
- Weapons Hit Points.. Will your Sword break
- Ammunition boxes or chips?
- Time Tracking between 7 Gamesmasters & 50+ characters
- Perception, Lighting, Smells and Intuition
- Player Morales & Roleplay Decisions
- Killing Everything, just in case, doesn't make me evil.. Right?
- Mega Games & Rumours
- Should GMs ever let players see the Monsters Manual?
- Is an Orc Always Evil, Should a Paladin Always kill him?
- As the world shuns violence, will roleplay games cease to exist?
- Toilet Time, should GMs inform players, mid dungeon, that its time for no.2?
- Initiative vs Peasant Rail Gun
- Non Magic effect Tower Shields of Invisibility
- Minecraft tree to Stick rules of D&D Crafting
- Rule Zero vs Physics
Monday, 30 June 1997
Health, Bruises, Bleeding and Tracking
I'm sure its staple roleplay, there are many small aspects of the game that you might forget.. If its in your favour, you turn a blind eye, but against you, well I've seen entire tables rage against the DM about whether a potion was drunk or not..
So Imagine a system, where you tick off XP bonuses for each and every stat.. I tried tick boxes, rising numbered boxes.. mathematical equations, all sorts of things.. the biggest problem was tracking.. and worse still for health..We had introduced a kind of non-lethal damage, called Body Ready.. not sure where I got the name now.. but you had a set of boxes.. and to nominate if the physical damage you just took was light, you ticked the box.. you could 'take a breather' in combat and get back d4+ con bonus BR.. if you didn't each tick cost you a -1 to all skills & stats (out of breath) and if it was medium, you crossed the tick, you needed a full round of breathing to stop that one.. but was still only a -1 and the final heavy, circle that crossed tick.. this one need a nights rest (or at least an hour per circle)
Health was another matter, When you got cut, you got health damage and bleed damage (per 5 pts of health = 1 bleed), you needed to stauch the wound to stop it.. else you'd lose that much bleed as health per round.
Then we also had a problem, If I smacked you over the head.. how could I knock you out? most systems had a rule about, if you're at 0 HP, you're unconcious... but as often as not, you were also bleeding to death too.. we had to lower death down to -15 to be able to counter that.. but what if you were poisoned, ok so now poisons had to have more damage to match the sword + bleed numbers.. ok so what about if you fall off a cliff? slam into the ground, maybe you break your legs.. do you pass out? walk away?
Health has always had a problem in Roleplay Games, its dumbed down to make it a game.. there we are again, referring to it as a game.. well I'm sorry, but by this stage this was no longer a game, this was a way of representing reality within a game system.. its called gamification..
Yes, some of my players riled against this attitude that I had (I've changed a bit since.. but I used to be very sheldon about it)
I was slowly developing something that was no longer a roleplay game, I was trying to understand how we represent ourselves as a set of statistics... why? because that has to be the basis to things.. a solid foundation, before making things playable.. and I think its become one of the reasons why alot of players actually like my game, because they can see themselves doing things, rather than a list of actions in a choice menu.
But I digress (I'll write more about this later) At this stage of development, we had Health, Body Ready, Knockout and Death.. you could get values of up to 100 Health as a moderate 7th level character.. but to get to 120, took an extraordinary ammount of bonuses, skills and game events.. 20th level characters might get 125... but We forgot healing..
The first iteration of the game, was WHFRP, health was out of 10, starting around 3... Dragon Warriors has something similar.. starting around 8 and sometimes getting to 25.. both systems had a fairly even idea that you'd wait a few days to get back 1 point, then 1 point per day after that.. seemed ok.... but after we added in bleeding, we needed to multiple everyones health by 5, (so that 1-3 points of bleeding per round, was less problematic), which meant all weapons x5, ok, so that made healing easier.. you started healing 1 point on day 1, and rose by 1 per day.. by 10 days, if you were still damaged, you healed by 10 that night..
Damage dice for weapons was now broken, poisons and spells broken.. everything was broken from this bleeding rule. So we scrapped it. I had to think of something new, something that worked.. infact the whole Body ready system was flawed, but for the longest time, I had no other solution..
But we did add all the Rolemaster Criticals in.. that made things fun.




