Consequences come in four levels, Mild -2 stress , Moderate -4 stress , Severe -6 stress , Extreme -8 stress. Each level on consequence requires a different level of aspect, so the more damage prevented the more pain your aspect should reflect. For example, you might go from slight limp -2 , to twisted ankle -4 , to broken ankle -6 , to disfigured foot -8, extreme consequences have their own rules.
Now, the interesting part is how players take stress. In the first round he gets his for 2 stress. His stress box would look like this:. Notice that his one and two stress boxes are now filled. His 2 box is filled so it rolls up to If a player is hit for stress with a filled box, it rolls up to the next unfilled stress box.
This will take him out and could potentially kill him. He decides to take consequences to stay in the fight. He takes slight limp for his mild, leaving 8 stress left.
He then takes broken ribs for his moderate, leaving a manageable 4 stress left. His box is now completely full, and even a 1 stress hit can take him out. First edition Conspiracy X has two damage tracks - lethal and non-lethal - each of which has three categories. Each category then has six levels which is where you take damage. Once the six levels in that category are full you take the damage in the levels of the next category up.
If you fill Break then you move up to Splatter and above Splatter is Instant Death Id - taking even one level of Id has the expected effect! Weapons damage is noted as the category and the level - for example a pistol is Wn3, an LMG is Wn5, an average person's punch is Tw3 and nunchuks are Br4.
For each attack the attacker gets a chance to "stage up" i. The chance of these are related to the level of damage vs. Most armour will reduce lethal to non-lethal i. Each category has a stun check, a KO check, recovery time per level, stabilisation requirement and game mechanical penalty.
The check difficulty is related to the cumulative levels of damage in that category taken so far. Given that a pistol is Wn3 so can stage up to Sp3 and, if you fail to stabilise highly likely at that point unless you have medical attention , you will then take an extra Sp1 each turn you fail an increasingly harder stabilisation test which will probably take you into instant death in four turns. Alternatively, it can stage down to Fw3 which will barely slow you down.
Getting caught by a burst of LMG fire 2 or 3 hits are likely and each hit is Wn5 is highly likely to kill a normal person outright. Silcore i. Basically when a PC or NPC is statted, you calculate 3 damage thresholds: light wound, serious wound, death let's suppose it's 5, 10, 20 - I don't have the manuals with me Any damage in a single hit over 10 will cause a serious wound -2, wounds are cumulative so if you already received a light wound you'd be at I always found this a nice compromise between playing speed, "realism", and it still allows you to make "hard to kill" characters without resorting to giving them tons of "hit points" a "hit" is a function of your attacking vs.
A game that uses no life points at all and still has some interesting variation in how much one can be wounded is Dogs in the Vineyard. So I want him to give me his rifle and he wants to go shooting her, this is a conflict. Things could start verbal, things could start with me shooting at him or trying to punch him in the nose. The conflict system works more or less this way. We roll some dice, the results both decide who goes first and are saved.
The one going first describes his action and puts two dice forward. Then anyone involved in that action must put dice forward, totalling at least the value of the two aforementioned dice. If the "defender" manages to do that with one die only, he describes what he does to retort the strike and can use that die during his next turn, instead of discarding it.
If the "defender" parries with two dice, he soaks the hit. But for every dice over the second used to parry, one die of fallout needs to be rolled at the end of the conflict. The size of the fallout die is different according to how dangerous was, narratively, the action that caused fallout. All fallout dice get rolled at the same time for any player and the highest result has consequences written on a table.
The higher the roll, the worse the consequences, including "about to die" at which point, if it's a PC or a NPC the GM would like to keep alive, a second conflict with the life of the character at the stakes needs to be rolled. There are mechanical advantages in escalating the conflict using a different category of actions than the one the conflict started from and in using guns. There also is a strong narrative incentive in not being seen as a murderhobo by the inhabitants of the town you're in, so most conflicts are conceded or won before someone has the opportunity to get d10 fallout dice.
Dogs for short. Each of these locations has a separate armor SP Stopping Power that is directly subtracted from the damage, and if the SP can completely absorb damage. The groups of four boxes each represent a damage category Light, Moderate, Severe, Mortal with corresponding penalties and risks. If you fail, you are incapable of doing anything due to shock and pain.
You may try to regain your composure next round. When you reach one of the Mortal categories, you must immediately make a roll with a single d10 to exceed the mortal category number. Fail that and you drop down and begin to die right there. If you succeed, you must keep rolling every round until you die or get medical attention. It is deadly. If that is not enough, every damage category imposes penalties on every skill roll you make until you are stabilized. After that, the penalties apply only to physically taxing actions.
It doesn't end there. Whenever a single hit does 8 or more points of damage, you must make an immediate Mortal 0 save if not more already. If a limb is hit, that limb is mangled beyond repair. If the torso is hit, make that a Mortal 2 save. If it is a head hit, don't ever bother. You're dead. Some numbers for completeness of information: Armor SP's are around 4 for heavy leather to 20 for fully padded composite milspec armor.
BTM is a number between 0 and 4, for most characters. Handguns and SMG's do between 2dd6 damage per bullet depending on caliber. Assault rifles go up to 6d6. A good sword dishes out 4d10 damage. A solid hit with any of these means you're probably dead or will be soon. This is a deadly system that motivates players to avoid combat whenever possible usually after wasting a few characters and go for more subtle tactics for solving their problems. Use at your own peril. Every character has a Toughness rating they roll against the Damage value to determine how hurt they are.
The greater they fail that roll, they greater the damage. In that system, everything is dangerous, but if you're of equivalent level, then an average of roll is going to give you a level 1 or 2 result until your Toughness gets whittled down a bit. However, there is always that chance of rolling a 1! Hero Points help by allowing you to reroll. Wounded Fall prone and no action for current round, penalty until healed Rules vary here, in some editions characters can take 2 wounds before it becomes Incapacitated, in others it's only one.
I've found it a quick, simple system for battles and it's exceedingly easy to track; players get a healthy respect for combat when they realise that a single shot could finish them off! One distinction present in some games DnD4, Savage Worlds, Fate may be interesting to you: differentiating between main characters and extras.
I think it is present in other games too maybe 7th Sea? Extras are out of the game as soon as they are hit. In DnD4 they have 1hp. In Savage Worlds they are out as soon as they receive any wound. This seems to be similar to what you are thinking about a "a system that just uses critical hits".
The problem with doing that with everybody is that it results in a game that is highly volatile. Players are at the receiving end of a lot of attacks, which means that in a game with only critical hits they will be out of the game sooner or later and quite randomly due to the dice, not their actions. Many players will not like that. Humblewood Resources 1. Big Bads Freebies. Humblescratch 1.
The Deck of Many Animated Things. Animated Spells The Deck of Many. Coming to kickstarter january 25! Check Out the Freebies. A new science fantasy adventure for 5th edition Available now. What role do you play in a world of mortals, spirits and monsters? These changes are LIVE! Poison will also be stronger against Goblin Hut and Furnace.
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