Reply To: Some Ideas from the baltic

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“Regarding ditching or replacing Hit Points
I don’t think that is necessary. So many games submerged themselves in the murk of delving deeper and ever deeper into modeling wounds and damage effects, hit locations and so on, most of which doesn’t matter in a real fight and is hard to control anyway. If you wound someone severely enough, as in badly enough to sever a limb say, or run them through, they are probably going to die. The fight is about injuring the other person or people, and avoiding serious injury yourself.

For me Hit Points are only a problem when somebody has so many of them that they are nigh invulnerable (ala most versions of DnD, at higher levels). Codex has a Severe wound system, which I think lets you model the maiming type injuries (if you want to) pretty well. But most of the fun (for me) is in the fight, in the part leading up to the significant wounds.”

The issue with hitpoints is
A) no feedback to the player, a succeeded or failed constitution check tells a story about what happened “the bear takes 10 damage” does not tell a compelling story of what happened. One player just did something but in effect nothing happened, the player then feels powerless.
B) All or nothing, there are only two possible outcomes… nothing, or completely over.
C) increased system load. You already have dice pools that are cool and adding and managing this resource is core game and the funnest bit of it. Hitpoints take you away from the fun bits of the game that use easy amounts that can be held in the head (1-5) and add a resource that is trickier to handle and requires pen and paper book-keeping (1-50)

We both know toughness and ability to take damage vary between players, people and luck. People can take insane damage and keep going or drop from nothing. I agree hitpoints can do that, but they can become very math based. I’m always pro simple and close to reality and to me that’s how it works usually – someone gets hurt – they are either tough enough to keep going or it effects them, the tougher they are the less it effects them.

Daily Dice Pools
There is already a rule for Free Dice based on Temperament which can be used for combat or skill checks, though they are not required for either. This is layered in as a bonus over the normal game mechanics in other words. If I’m reading your thing correctly a PC would only be able to fight once in a day or use skills until resting again? I think that is a bit draconian! I’ve been in a fight more than once in a day, I think most people in their jobs have to use their skills once in a day (unless they have really good hipster jobs!)

Not quite, you get free dice pools to use in the check equal to your skills in that level. Take “rucking”, if the character has 1 level in rucking they get a free dice to use to roll the check every time they make the check, if they hike hard in the morning and again in the afternoon they get a free dice every time. For the soft courtier with no rucking skill just doing it will cost two daily dice and make the player then search for a good place to rest where they can get their dice back. Characters with “fight” 3 would get 3 MP dice per round and could then use their daily dice for MP as well or for soaking damage. The group liked the feel of combat having resource management, but missed having it in non combat.

REST Check
There already is a Rest system in the Players Guide, which I think is a bit less complicated (one chart to look at and one die roll needed for wound recovery only)

Yeah we like the concept, but wanted it to be a bigger part of the game. Now it only matters for your hitpoints and therefor only if you lose hitpoints.