• Farman [any]
    link
    fedilink
    English
    132 years ago

    This but unironically. In medieval total war 2 everythinh except for things like elephants had 1 hitpoint. And a certain chance to recive damage based on atack and defence values. So if the model was hit it died. And it looked much cooler. Contrast that with modern total war games like warhammer where there are health bars. a cavalary charge would send some dudes flying 20mm into the air and after bouncing several times they get up and walk back. Arrows and misiles also work in wierd ways. With the unit loosing sometimes half of its health before anybody dies.

  • @[email protected]
    link
    fedilink
    92 years ago

    I prefer the original hit point system where 1 hit point means getting hit with one 14 inch shell. Considering this I’d say few living things have more than one hp.

  • TwilightVulpine
    link
    fedilink
    42 years ago

    Well I for one like being a fierce warrior with a huge number representing endurance, who remains completely unbothered and fights with full power even when covered in arrows, up until the final hit lands. Realism? pfft!

  • @[email protected]
    link
    fedilink
    32 years ago

    Complex logical systems for PnP are just boring tbh. It’s always stalling the adventures and encourages tryharding.

    I prefer people just being in the moment with a simplified system.

    • Neato
      link
      fedilink
      22 years ago

      In that system what does combat look like? You can just narrate that the players hit the monsters with swords. But most people and monsters won’t die in 1 hit. Or if they do, that’s rocket-tag.

      • @[email protected]
        link
        fedilink
        2
        edit-2
        2 years ago

        I’m not saying you should have no combat system at all. I just think many take too long to learn and are too complex, if flow and a rounded experience is more important to you e.g.

        • @[email protected]
          link
          fedilink
          12 years ago

          I think you’re right for most groups tbh. My group just happens to enjoy metagaming, rules lawyering etc, with some roleplay mixed in ofc. And since most people play DnD, you only have to learn it once a new edition gets popular.

          • @[email protected]
            link
            fedilink
            1
            edit-2
            2 years ago

            Totally a group dependend thing, 100% agree. I just sometimes get the feeling that we break the flow too much when crunching the numbers with DnD, and I wish there would be a shortcut.

    • @[email protected]
      link
      fedilink
      62 years ago

      Maybe some of us like it that way. I didn’t sign up for improv night, I signed up for UTTERLY ANNIHILATING GOBLINS with THE BOYS

      • @[email protected]
        link
        fedilink
        2
        edit-2
        2 years ago

        I’m also not the biggest improv person, I enjoy it when other people do it tho. And I don’t understand why people see this as an ‘either improv or crunching numbers’ thing. There’s more you can do to have fun with PnP.

        And there’s nothing wrong with destroying them goblins. I just don’t wanna spend the whole night doing it… also relearning the whole combat system every month is a pain. Even more experienced players struggle with that lol.

  • Psaldorn
    link
    fedilink
    62 years ago

    Don’t get me started on mana points. YOU CANNOT CONTAIN THE POWER OF THE AETHER IN MERE NUMBERS

    • Aesthesiaphilia
      link
      fedilink
      42 years ago

      I’d love to see a mechanic where mana points are just “here’s how much magic you can control” and you can go beyond that if you want to but crazy unpredictable things will happen and you will almost certainly die.

      • @[email protected]
        link
        fedilink
        English
        12 years ago

        Dresden Files RPG works that way, Wizards can attempt to do basically anything but the more magic you try to control the worse it can go wrong.

      • OpenStars
        link
        fedilink
        32 years ago

        In the old SNES game Paladin’s Quest, HP and MP share an identical pool. You could either hit with your weapon or use magic, depending on which would cost you more. Magic comes at a PRICE!:-P

        • Neato
          link
          fedilink
          22 years ago

          So it was all Blood Magic? How villainous. :)

      • Drgon
        link
        fedilink
        12 years ago

        The Wheel of Time rpg was 90% D&D3, but it had a fun twist on the casting mechanics that let you try to go beyond your spell slots at the risk of losing all your casting.

      • @[email protected]
        link
        fedilink
        22 years ago

        Mage the awakening (2e) has a concept of Reaches. As in overreaching. You can throw more than your safe amount of reaches on a spell to get it to be bigger, longer, more complicated… but you’ll have increasing odds of causing a Problem. And every time you make that check in a scene, it gets harder to pass safely.

        Good game. Extremely different than DND

  • Nakoichi [they/them]
    link
    fedilink
    English
    72 years ago

    I really like the way it’s handled in Matryoshka (a homebrew variant of Powered By The Apocalypse). There is a harm mechanic and there is a lot of leeway in how the DM dishes it out both to NPCs and PCs.

    I generally prefer its focus on collaborative storytelling over straight up tactics and minutia of stats and attack ranges etc.

    Check out the Red Game Table podcast if you’re interested in a ttrpg that is basically cosmic horror x-files in the eastern bloc during the cold war.

    • @[email protected]
      link
      fedilink
      82 years ago

      I like Fate. You have a small quickly restoring pool of stress to soak up harm, but anything more becomes a Consequence. Players agree on what an appropriate consequence is and the narrative follows. You don’t really have the “he’s at 1/483 HP but still fighting strong!” thing.

      • Nakoichi [they/them]
        link
        fedilink
        English
        3
        edit-2
        2 years ago

        That sounds really similar to the harm system in Matryoshka actually.

        Like there are 7 points of harm anyone can take and as they pass certain thresholds they can receive wounds both physical and otherwise that may cause negative modifiers to subsequent rolls on certain stats or even just in general.

        Like in the campaign I am in my character almost got themselves killed in a monomaniacal attempt to communicate and study a psychic entity and wound up just letting them literally live rent free in his head.

      • Eris235 [undecided]
        link
        fedilink
        English
        3
        edit-2
        2 years ago

        Yes, was going to bring up Fate! I really like systems that split damage into ‘heroic near misses or light damageless scrapes’ and ‘actual wounds’, without getting too bogged down in random tables and lookup charts.

  • The Ramen Dutchman
    link
    fedilink
    102 years ago

    Genuinely, I like how Ironclaw (Squaring the Circle) does it; attacks and dodges are skill checks, like anything else, how well an attacker succeeds determines which status the victim receives. Low successes only make them Hurt (with its status ailments) which a high enough roll makes them Dying or Dead (again, just statusses you inflict)

    I think it’s a cinematic, intuitive, yet powerful and scalable mechanic!

    • GizmoLion
      link
      fedilink
      22 years ago

      Sounds like the exact same thing, just slightly more abstracted. How many hurts is a dying?

      • The Ramen Dutchman
        link
        fedilink
        2
        edit-2
        2 years ago

        No it’s a status condition, either you’re Hurt or you’re not.
        It’s a debuff, that makes it easier for others to attack you/inflict bigger statuses on you

  • Seeker of Carcosa
    link
    fedilink
    English
    212 years ago

    Savage Worlds does this right with wounds. Anything under a great success leaves the character shaken, so that they must save of lose their turn. Every wound is a cumulative -1 on all rolls. 4 wounds and you’re out of the fight.

    • Sippy Cup
      link
      fedilink
      102 years ago

      Oh boy does it make battles feel more epic.

      Savage worlds does a lot to help with that, honestly. The cards at the start of each session help shake every game up too.

      • Seeker of Carcosa
        link
        fedilink
        English
        122 years ago

        I’m really singing its praises here, but I really love the classless edge system of Savage Worlds. I’ve never come up against the problem I have with other RPGs where I have to force the mechanics to fit my concept. Want a plate armoured wizard? 2 edges, playable as a beginner character.

        • Sippy Cup
          link
          fedilink
          72 years ago

          I also love the trappings mechanic.

          You want your spells to look like a dude’s just throwing cards extremely hard? That’s just how you work baby.

          • Seeker of Carcosa
            link
            fedilink
            English
            32 years ago

            I also love playing a Huckster in Deadlands. The poker hand mechanic to essentially perform wild magic is ridiculously evocative.

            • Sippy Cup
              link
              fedilink
              42 years ago

              Until you run out of bennies. I always ran out of bennies.

        • @[email protected]
          link
          fedilink
          62 years ago

          That sounds neat. I am so completely bone tired of the “my character comes online at 6th level” dndism. It doesn’t have to be that way! You can have fun now, not in six months!

          • Seeker of Carcosa
            link
            fedilink
            English
            52 years ago

            Please give it a spin if you haven’t already. Game mechanics need not be constrained to die roll plus modifier. Probably my favourite mechanic is that your level of aptitude in a skill is repesented by the size of die you roll. Also, Savage worlds were doing rerolls for good roleplay in the form of bennies for a few years before D&D dreamed up advantage and inspiration.

            • @[email protected]
              link
              fedilink
              52 years ago

              It’s been recommended to me a bunch. It’s on my list, but after Fate. I really want to have a solid game of Fate, but unfortunately I am not yet a grandmaster of Time.

              • @[email protected]
                link
                fedilink
                32 years ago

                I’ve played and briefly GM’d both. They share a lot of stuff while feeling completely different. Savage Worlds is wild and unpredictable, with some narrative control in the hands of the players. FATE is a lot more predictable, with a strongly centered bell curve on rolls and higher narrative control with the players. I love both for different reasons.

  • JohnBrownsBussy2 [she/her, they/them]
    link
    fedilink
    English
    42 years ago

    On alternative to traditional hit points can be seen in OSR/NSR games derived from Into the Odd. The game still has HP, but it stands for “hit protection” instead of health/hit points. In Into the Odd, there are no attack rolls, you just roll damage dice. HP is then a buffer that resets after an encounter to absorb a hit or two. After that, characters and monsters start taking all damage to their strength stat, which provokes critical damage checks that can knock them out of combat.

    So, the result is that combat is very fast, a couple rounds at most, and very decisive/deadly without having the classic OSR issue of your 1 HP wizard dying because they ran into a cat.

  • tamagotchicowboy [he/him]
    link
    fedilink
    English
    42 years ago

    I remember a game that split health into different organs, pretty much all fights where you got one hit or you did the one hitting. Way too many years have passed for me to be useful and remember more details than that and I was a really shitty caster.

    • Ms. ArmoredThirteen
      link
      fedilink
      22 years ago

      Been a while since I’ve played so I don’t remember a lot of specifics, but maybe Hackmaster?

      • tamagotchicowboy [he/him]
        link
        fedilink
        English
        12 years ago

        Idr this was in college around 2010s, I only played one game and everyone was mad with how weak my caster was, they wanted me to roll a roguish type to start off with. I ghosted after. 🙃

  • timtoon
    link
    fedilink
    132 years ago

    In Traveller, your stats are your HP, so as you lose HP, your physical stats degrade until you are dead. HP doesn’t increase, so bloat doesn’t become an issue.

    • Neato
      link
      fedilink
      92 years ago

      Does that encourage more of a death-spiral? It makes more sense that a 100% hp and 1% hp person wouldn’t be at the same effectiveness. But once you start downgrading one side’s effectiveness, it can snowball.

      • timtoon
        link
        fedilink
        32 years ago

        That is true! Combat in Traveller is meant to be quick, deadly, and avoidable at all costs. It encourages strategy because a fair fight could just as easily end up a TPK.

    • @[email protected]
      link
      fedilink
      92 years ago

      Cypher system has a similar mechanic. You have 3 basic stat pools, and apply “effort” from them to make your tasks easier (i.e. lower difficulty of skill checks). These pools are also your “HP” and are reduced by different types of damage. When a pool is emptied you are debilitated in some way, when all 3 are empty you die.

      You can really feel your effectiveness lessen throughout an adventuring day, and it makes your life total more of a resource to manage.

      • @[email protected]
        link
        fedilink
        English
        22 years ago

        Yeah, I remember that. I didn’t like how it felt tbh. Spend 3 points to get a what, +4 on a d20 roll? That feels real bad when the d20 rolls high and didn’t matter or rolls low and doesn’t matter. And it doesn’t matter 4/5 of the times so at the end of an adventuring day if you spent all your might on bonuses it could only pay off once.

        I mean sure, you get discounts as you level up, and yes, it really pushes you to use cyphers to actually solve problems, as trying for things directly was always a toss up, and that does push you towards the main themes of exploiting random artifacts all the time but I still didn’t like it.

  • @[email protected]
    link
    fedilink
    32 years ago

    I don’t mind the health and hit point system is Cataclysm. Health is a hidden stat that has all kinds of things contributing to it from disease progression to vitamin deficiencies. Each limb has its own hit point value that effects their functionality. Where 0 hp would mean a broken and useless arm but torso or head reaching 0 will end in immediate death.

    • Cawifre
      link
      fedilink
      22 years ago

      That actually sounds very similar to the health mechanics in Rimworld.

      • @[email protected]
        link
        fedilink
        1
        edit-2
        2 years ago

        It’s possible that you would appreciate Cataclysm for its similar attention to detail to somewhat realistic simulation.

    • @[email protected]OP
      link
      fedilink
      72 years ago

      nah, sarcastic. just came up in chat, and someone was complaining about HP complexities, when it was mentioned that someone should make an HP version of the “stop using math” meme. Thus here we are.