Visualizzazione post con etichetta FKR. Mostra tutti i post
Visualizzazione post con etichetta FKR. Mostra tutti i post

domenica 29 maggio 2022

FKR combat resolution

I've been dissatisfied with Hit Points for a while. They don't help with immersion, which is one of the priorities of my games. I want to experiment with "qualitative harm", wounds described in more detail and organized in broad categories, with different effects, like these ones from @PanicPillow 's uber-cool blog: https://tabletopcuriositycabinet.blogspot.com/2022/03/ordering-chaos-qualitative-harm-and.html Here's the outline of a FKR combat resolution system inspired by that post and Skerples' old post about medieval armor

When armor PROTECTS, weapon damage scales down one step. When armor is IMPERVIOUS, weapon damage scales down 2 steps. Incurable wounds > lethal wounds > serious wounds > light wounds/bruises > unharmed Leather PROTECTS against slashing weapons like swords or axes Chainmail is IMPERVIOUS to slashing weapons Plate is IMPERVIOUS to slashing and bludgeoning weapons, and PROTECTS against piercing weapons like sword thrusts, daggers and arrows Shields PROTECT against all 3 kinds of damage Improvised weapons cause light wounds Light weapons like arrows from bows and daggers cause serious wounds Medium weapons cause serious wounds if wielded in one hand, lethal wounds if wielded with two Heavy weapons, including crossbows, cause incurable wounds


As explained in Skerples' post, some monsters may have damage immunities so slashing isnt always the worst option. There's also elemental damage and magical damage involved, and magical healing may get rid of incurable wounds. I would suggest putting things in the world that get rid of the nastiest wounds, so that the PCs don't become useless after a while, but still change: for example, if someone loses an arm, they may visit a biomancer to graft a crocodile arm instead.


I suggest using an oracle like Ask the Stars to determine the specific damage, but here are some examples:

Slashing - Light cut on hand, finger, brow, neck, nose, cheeks, parts of ear severed - Serious: cut tendons, eye blinded, deep cut on shoulder, liver cut, deep cut on arm, - Lethal/incurable: jugular/carothid slahed apart, belly opened and spilled guts, arms or legs severed or partly severed

Piercing - Light: hits sternum, glances head, fall on your back - Serious: goes through arm or shoulder, leg, foot or an organ, gouges out an eye - Lethal/incurable: neck pierced through, genitalia pierced through, pierced lung, heart... Bludgeoning: - Light: almost dodged hit on head or liver, limb that parried goes numb for a moment, teeth flying out or bit tongue - Serious: busted foot or knee, shoulder dislocated, broken ribcage or other bone - Lethal/incurable: cracked skull, busted balls


mercoledì 20 ottobre 2021

PG che scelgono le proprie abilità?

Nel documentario "Secrets of Blackmoor" (almeno credo, non riesco a ritrovare il filmato) uno dei giocatori delle campagne di Gygax dice che ha creato la classe del ladro per fare fronte alle trappole infernali di Gary.

Mi chiedo quante volte sia successo.

"I ghoul continuano ad ammazzarci, voglio giocare un elfo immune alla loro paralisi"

"I non-morti sono davvero pericolosi, voglio giocare un chierico che li riesca a scacciare"

Pare che Dave Arneson, a cui si ispirano i giocatori  del FKR, concedesse ai suoi giocatori di scegliere le proprie abilità. Sicuramente uno dei suoi giocatori, Bob Meyer, gioca in questo modo, e così anche Norbert Matausch, pioniere del FKR.

Sebbene non ami l'abilità del ladro di rimuovere le trappole, l'approccio FKR mi interessa sempre di più, e questo metodo mi pare che accorci la distanza tra GM e PG per quel che riguarda il worldbuilding.

E tu, lasceresti scegliere ai PG i propri poteri?


Foreground growth for Cairn, part 4: the Mountain River School of fighting

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