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Games that don’t use hit points.

Started by weirdguy564, October 24, 2022, 10:42:51 PM

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FingerRod

Quote from: weirdguy564 on November 12, 2022, 09:25:19 AM
Sounds similar to my system that used a table you roll on to discover how badly you're hurt.

For example.  A table that runs from 1 to 6.  The 1 is something annoying, and 6 is dead.  Roll a D4 when hit, but next time you roll the next biggest dice, the D6, then 3rd hit is a D8, 4th is a D10, and 5th+ hits are a D12.

Theoretically you could die in just 2 hits, or you may never die as you keep rolling 1's.

That is pretty cool. I like that.

Neoplatonist1

Quote from: Omega on November 12, 2022, 03:46:29 AM
If theres no theoretical limit then that does sound like an actual HP-less system.

How does it work then? Like an escalating chance the character passes out or flat out dies?

Physical Damage (PD) is multiplied by ten and divided by the character's Health characteristic (3-18 scale) and entered into the medical table, cross-indexed with the best medical aid the character has available to him. That gives a time period and a recovery %. Once the time limit expires he rolls to see if he's died or not.

Gravely injured characters will automatically die after the critical time period without advanced aid being rendered. For him the time period will be very short, on the order of a few seconds. Just enough time to be shot with a high tech drug to slow his metabolism and give him a chance to be  bound up for the airlift to the hospital.

Whether he passes out or not is governed by the knockout rules, which compares PD to a value derived from his Will characteristic and his combat experience, multiplied by five if he's on an adrenalin rush.

Mishihari

Quote from: Neoplatonist1 on November 12, 2022, 08:33:39 PM
Quote from: Omega on November 12, 2022, 03:46:29 AM
If theres no theoretical limit then that does sound like an actual HP-less system.

How does it work then? Like an escalating chance the character passes out or flat out dies?

Physical Damage (PD) is multiplied by ten and divided by the character's Health characteristic (3-18 scale) and entered into the medical table, cross-indexed with the best medical aid the character has available to him. That gives a time period and a recovery %. Once the time limit expires he rolls to see if he's died or not.

Gravely injured characters will automatically die after the critical time period without advanced aid being rendered. For him the time period will be very short, on the order of a few seconds. Just enough time to be shot with a high tech drug to slow his metabolism and give him a chance to be  bound up for the airlift to the hospital.

Whether he passes out or not is governed by the knockout rules, which compares PD to a value derived from his Will characteristic and his combat experience, multiplied by five if he's on an adrenalin rush.

Phoenix Command has a reputation for being realistic but with a very burdensome amount of calculations.  How well does the above work in play?  Does it slow things down as much as it sounds like?

weirdguy564

Quote from: FingerRod on November 12, 2022, 12:59:09 PM
That is pretty cool. I like that.

Yeah, it sounds better than my original idea of just using D6's only, and having every roll add a +1 to the die roll each consecutive time you needed to roll an injury.

Also, you could modify this and have the table be from 1-7, so you literally cannot be killed on your 2nd hit, but going to a D8 for your third injury means death is more likely (25% in fact).

Something like this.  First time you roll a D4, 2nd time you're injured is a D6, 3rd time a D8, and so on, up to a D12.

1.  Stunned.  You're not injured badly, but you are given a temporary skill penalty for one combat round.
2.  Stunned.  Same as above.
3.  Minor injury.  The same as above, but the skill penalty remains until you heal for a few days.
4.  Major Injury.  You will need basic medical care and suffer a significant penalty until you heal.
5.  Internal Injury.  You need surgery or this will eventually kill you.  Plus, major skill penalties until healed.
6.  Loss of a limb.  You need surgery or this will eventually kill you.  Plus, major skill penalties until healed.
7.  Dead.
I'm glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you've never heard of.

Panzerkraken

Quote from: Mishihari on November 12, 2022, 10:07:44 PM
Quote from: Neoplatonist1 on November 12, 2022, 08:33:39 PM
Quote from: Omega on November 12, 2022, 03:46:29 AM
If theres no theoretical limit then that does sound like an actual HP-less system.

How does it work then? Like an escalating chance the character passes out or flat out dies?

Physical Damage (PD) is multiplied by ten and divided by the character's Health characteristic (3-18 scale) and entered into the medical table, cross-indexed with the best medical aid the character has available to him. That gives a time period and a recovery %. Once the time limit expires he rolls to see if he's died or not.

Gravely injured characters will automatically die after the critical time period without advanced aid being rendered. For him the time period will be very short, on the order of a few seconds. Just enough time to be shot with a high tech drug to slow his metabolism and give him a chance to be  bound up for the airlift to the hospital.

Whether he passes out or not is governed by the knockout rules, which compares PD to a value derived from his Will characteristic and his combat experience, multiplied by five if he's on an adrenalin rush.

Phoenix Command has a reputation for being realistic but with a very burdensome amount of calculations.  How well does the above work in play?  Does it slow things down as much as it sounds like?

In functional play it depends a lot on the ability of the GM and players to remember the various tables or have them on hand. Phoenix Command left a lot of calculations in, while Living Steel (which used a simplified version of the system overall) had a couple tables that you would enter with the location of the wound and the damage class of the weapon (in PC these would degrade with range, but that additional lookup step was a bit cumbersome and really only mattered at distances where normal combat didn't take place). The PD from the wound table was then input to the wounds & healing table to determine the CTP and odds of survival. Once you determine if you've survived the injury or not, you take a Combat Action penalty based on the injury.

Functionally, the system is no more complicated to use than CP2020; the primary difference being that you need to have the tables on hand to use it.
Si vous n'opposez point aux ordres de croire l'impossible l'intelligence que Dieu a mise dans votre esprit, vous ne devez point opposer aux ordres de malfaire la justice que Dieu a mise dans votre coeur. Une faculté de votre âme étant une fois tyrannisée, toutes les autres facultés doivent l'être également.
-Voltaire

Neoplatonist1

#50
Quote from: Mishihari on November 12, 2022, 10:07:44 PM
Quote from: Neoplatonist1 on November 12, 2022, 08:33:39 PM
Quote from: Omega on November 12, 2022, 03:46:29 AM
If theres no theoretical limit then that does sound like an actual HP-less system.

How does it work then? Like an escalating chance the character passes out or flat out dies?

Physical Damage (PD) is multiplied by ten and divided by the character's Health characteristic (3-18 scale) and entered into the medical table, cross-indexed with the best medical aid the character has available to him. That gives a time period and a recovery %. Once the time limit expires he rolls to see if he's died or not.

Gravely injured characters will automatically die after the critical time period without advanced aid being rendered. For him the time period will be very short, on the order of a few seconds. Just enough time to be shot with a high tech drug to slow his metabolism and give him a chance to be  bound up for the airlift to the hospital.

Whether he passes out or not is governed by the knockout rules, which compares PD to a value derived from his Will characteristic and his combat experience, multiplied by five if he's on an adrenalin rush.

Phoenix Command has a reputation for being realistic but with a very burdensome amount of calculations.  How well does the above work in play?  Does it slow things down as much as it sounds like?

I use the simplified Living Steel version for skills, firearms damage and melee attacks, but I use the Phoenix Command proper melee damage tables. It's just not the same without them.

There are plenty of options like whips, surface cuts, chainsaws, fumbles, cutting through parries through sheer power, damage bonuses, glancing, etc., but the basics are not hard to master.

The most calculation is just (a) applying damage bonuses to melee attacks, and (b) figuring out knockout chance.

For (a), take the impact damage rolled for a hit, and multiply it by the attacker's DB, and that enters into the armor line on the relevant melee attack table, cross-indexed by hit location.

For (b), it helps to write out the physical damage knockout ranges for a character. Based on how much physical damage a character sustains, he'll have a 0%, 10%, 25%, 75% or 98% chance of incapacitation, meaning he collapses, runs away, surrenders, etc, as the GM decides.

If people can handle a Dungeon Master's Guide full of rules, it shouldn't be a problem. My players have never complained of the speed of play. We've had lots of fun with it.