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


giovedì 22 luglio 2021

Overland Travel for Knave

This post. specifically the part about movement costs, made me reflect on something.

In Knave, a PC can carry items equal to their Constitution Defense, minimum 11, maximum 20. These numbers look like the maximum Movement rate per travelling day (120') and the maximum if the PCs go for a forced march (180') in B/X.

These numbers are also close to B/X's maximum load of 1,600 coins, if we assume 100 coins/slot. 

If we combine these rules with the post on Movement Cost above, plus another common rule of Fatigue taking slot space, we can devise a system where each hex travelled weighs you down with Fatigue, that respects B/X movement rates, simplifying them.

How is this simpler? You won't have to ask who is the slowest in the party. PCs will simply fill their inventory slots each hex until someone claims they can't go on anymore. You won't have to write the movement rate on the character sheet, nor lose time tracking when it's raised or lowered. because all these information will be covered by the inventory.


Rules:

Fatigue cost:

[Terrain type, Example Terrain, Fatigue (per hex, per PC)]

Easy: Roads etc, 2 Fatigue
Average: Clear, Grasslands, Trail, etc., 3 Fatigue
Moderate: Forest, Hills, Desert, etc., 4 Fatigue
Difficult: Mountains, Jungle, Swamp, etc., 6 Fatigue  


Rest:

Every 2h of rest removes 3 Fatigue. All Fatigue is removed after a week spent at a safe haven.


Optional rules:

Mounts:

Mounts can carry a big load, but the Fatigue Cost is multiplied.

[Animal type, Slots, Fatigue modfier]

Camel, 60 slots, x3 Fatigue (x1 in deserts)
Riding horse, 60 slots, x2 Fatigue (Horses suffer 1d6 damage per Fatigue Point after 12)
Draft Horse, 90 slots, x6 Fatigue
War horse, 80 slots, x4 Fatigue
Mule, 40 slots, x2 Fatigue

A human being weighs as much as their Constitution Defense, or 10+HD if it's an NPC.


Vehicles can only travel on roads.

Cart (minimum 2 mules or 1 draft horse ), 90 slots, +20 Fatigue
Wagon (minimum 4 mules or 2 draft horses), 300 slots, +70 Fatigue


Dungeon exploration:

Instead of counting the squares, use an overloaded encounter die, rolled every time the PCs change location, spend time in a location or make noise.
You can increase the chances of an encounter if the PCs are wearing heavy armour or if they're transporting treasure.


Evasion and pursuit:

In chase situations, the PCs can reach or shake the enemy off by taking more Fatigue Points than the enemy's Movement Rate.

Example: An Ogre, with Movement 90', is chasing the party. If they want to shake it off, they'll have to take on 10 Fatigue each, or think of something else. If they take 9 they can lead the Ogre somewhere. If they don't take any, the Ogre will reach them.

A short Rest of 10 minutes has a 1in4 chance of removing 1 Fatigue.



I'm really ctious about your thoughts, please leave a comment.

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