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Prefured hit point system
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SaberDance
Federated Suns
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Joined: 07-May-2004 00:00
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PostPosted: 08-Sep-2004 14:50    Post subject: Prefured hit point system Reply to topic Reply with quote

This was brought up at the end of D&D groups, I'm just moving out of that forum so we can discuss in detail...


What's your prefered way to track damage?

My favorite was the West End Games SWRPG rules. The player has a body rating and every weapon has a damage rating. You role the dice for Body and Weapon, find the difference, and you have everything from "no effect" to "Instant Death."

Of course, certain effects are cumulative.

It's quick, easy, and understandable (how many shots can a wookie take before he is brought down? However long it takes for the stormtrooper to get lucky.)

Failing that, I prefer hit-location systems like GDW's Twilight 2000, TSR's Top Secret S/I, and of course, FASA corporation's Mechwarrior.

A straight Hit-Point system is OK, I think it lends itself to gaming the system though (the "I'm going to charge the machinegun nest because I have 80 hitpoints mentality).

I absolutely despise the wizkids SWRPG VP/HP system (which is not to say I don't still play it, I just don't like it). If the HP system lent itself to gaming, and the VP/HP system is supposed to correct that, it overcorrects. I hate losing my best villains to a lucky shot with a grenade, and if I were a player, I would hate to see my character killed by a lucky shot of the same type.

Life or Death should be more in the Character's hands: if they are critically wounded, they should have the opportunity to retreat. No joke, I have been on the giving and recieving side of a brand new character being aced by a lucky shot from a halfwit thug who rolled 20 twice in a row.
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