Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
It's a considerably more realistic setup than the ever-growing HP batteries of D&D, but isn't obnoxiously fiddly.
I think you've really hit the real point:
Its not that HP is a bad way to track character resiliency, it is that particularly the 5e implementation of it is terrible and in the name of not having trannies chimp out at the table if their teifling croaks makes PCs too hard to kill in a way that isn't fun.

The other issue is that lot of damage in specifically later editions of WMPRPG can be quite swingy.
 
Hp is a quick, easily understood system that works great in a heroic fantasy game. It serves its intended purpose without complications or the myriad issues other injury systems bring in (death spirals, swingy crit tables, etc.). Now, new D&D editions have insane Hp bloat. Going back to old editions, even if it's just for a few sessions to see how they did things, gives you a quick reminder of this point. Your characters still get tougher, but they never become real bullet sponges. A fireball or lightning bolt remains a viable source of danger, and while you can probably take on 40 orcs all by yourself, there's still a small chance they can take you down by landing 6-7 lucky hits.

It's good to look at what the mechanic originally intended to do: to make your character heroic in comparison to normal soldiers, but not invincible.
 
I wouldn't put that shit in even my darkest CoC campaign.
Several Mythos monsters and gods are sadistic and rapey by nature. You don't need those childish safety tools which are far more annoying than backseat driving but you have to read the room. I did something similar once because I wanted to feature a snuff film studio in a Jazz Age scenario. Nobody can convince me that they don't exist and haven't been around since the dawn of movie making. Hardcore porn and zoo porn from the early 1900s exists so a snuff reel is just a few extra steps away.
 
HP has always felt weird at those big intervals where a player doubles in HP off a single level. Low levels see the biggest swings of HP, but higher levels absolutely do see HP become a sponge too. I think this comes back to HP averages just being superior to limit or eliminate bloat. Because the game is balanced around averages and when someone's HP swings super high or super low most games start to show some ugly cracks. Personally I have always liked having more saves and less HP. Active defense goes a long way to making players feel better about taking damage too. HP as luck/fatigue has always sat wrong with me but there is also no other way to explain D&D style HP scaling either. It is what it is.
 
I think the FFG 40k RPGs Wound System is a good alternative to traditional HP pools, at least for those types of grittier brutal action. On the flip side, it comes with a lot more book keeping as you start suffering critical wounds and start having concussions, bleeding to death, or getting your limbs blown off. However, I think the HP pool system is a fine fit for D&D and trying to make the players feel a little more heroic than the average dirt farmer, with the added benefit of less book keeping more time in the action. It all depends on the kind of feeling the game is trying to instill and if that matches what you're looking for.

Speaking of the 40k RPGs, I've been running a campaign in them for a little over a year and so far the single deadliest entity my party has dealt with has been a completely normal Plasma Cannon, claiming 3 PC kills so far. Everyone wants to use and overcharge the big cool plasma cannon right until you roll a critical fuckup and vaporize yourself. (and sometimes the guy next to you.) It's gotten to the point the party leader has declared it's time to just melt the fucker down and be rid of it for good, as it is clearly cursed. I'm currently considering getting an actual malevolent entity into that cannon if they neglect melting it, because honestly it's become a character of its own now.
 
Last edited:
I now regret what I wrote and want to turn all of humanity into orange goo.
That's just your heritage compelling you towards instrumentality; welcome to SEELE.

As for the book; it needs Dark Heresy 1e since it relates to it too much. It's a negative in my opinion, but they did it that way because the other option was to face legal problems given this isn't really like how you could use the OGL or basically use trash like PbtA for free with no issues.

If we could've gotten our hands on it, we would've taken the piss out of 3e, since apparently that take on the project was fascinatingly bad.
 
We started a new game with the world of Dark Sun (with the good GM this time)
I somehow dodged ever encountering it before, but 2 main things about it are: to cast spells you also have to spend HP equivalent of the spell level and theres like no metal left in the world what so ever.
And the second thing made me thinking, me and my game group usually ignore hardness and equipment durability mechanics what so ever. Mostly since your shit is magical, has a lot of HP, and it would really suck to lose your expensive piece of armor that you worked hard for.
But since here everything made of bone and stone and magic equipment nearly impossible to find its easily replaceable. + arena and gladiator fights are the perfect setting for more detailed combat.
So here's my idea (for PF 1e but I'm sure it can be translated to other systems with a bit of tweaking) - you know how theres a sunder move that targets specific piece of equipment and how useless it is since why would you spend your turn trying to break someones shield instead of just killing them? That kinda implies that you shit cant just break because you are using it. But what if it wasn't the case. Lets say we have a guy wearing a breast plate and using a shield, his AC formula would look something like that:
AC 21 = 10+6(armor bonus)+2(shield bonus)+3(dex bonus)
in my mind when someone tries to hit you - you first try to dodge the attack, then you try to block it with you shield and if all that fails armor should take the hit
And now when we have the order of those things we can create hit ranges. So if enemy rolls:
1-10 - dude just misses because he is a retard and doesn't know how to swing a weapon;
11-13 - hit would've connected but you dodged and avoided it;
14-15 - hit landed on the shield absorbing it, and it being damaged in the process with the standard rule set
16-21 - armor took a hit absorbing it, same thing as the shield
of course theres a lot of other bonuses like deflection and natural armor, and order of them can be debated but i think it would be an interesting idea for a game that doesn't include a lot of combat encounters but very detailed onces, so every fight can be treated as a boss fight of sorts.
1773301660548.png
I decide to make something stupid - so heres mine sorcer wrestler
he grapples people and then casts touch spells
also he says a cheesy line after every move like "i knew you would be shocked" after shocking grasp and shit like that
 
We started a new game with the world of Dark Sun (with the good GM this time)
I somehow dodged ever encountering it before, but 2 main things about it are: to cast spells you also have to spend HP equivalent of the spell level and theres like no metal left in the world what so ever.
And the second thing made me thinking, me and my game group usually ignore hardness and equipment durability mechanics what so ever. Mostly since your shit is magical, has a lot of HP, and it would really suck to lose your expensive piece of armor that you worked hard for.
But since here everything made of bone and stone and magic equipment nearly impossible to find its easily replaceable. + arena and gladiator fights are the perfect setting for more detailed combat.
So here's my idea (for PF 1e but I'm sure it can be translated to other systems with a bit of tweaking) - you know how theres a sunder move that targets specific piece of equipment and how useless it is since why would you spend your turn trying to break someones shield instead of just killing them? That kinda implies that you shit cant just break because you are using it. But what if it wasn't the case. Lets say we have a guy wearing a breast plate and using a shield, his AC formula would look something like that:
AC 21 = 10+6(armor bonus)+2(shield bonus)+3(dex bonus)
in my mind when someone tries to hit you - you first try to dodge the attack, then you try to block it with you shield and if all that fails armor should take the hit
And now when we have the order of those things we can create hit ranges. So if enemy rolls:
1-10 - dude just misses because he is a retard and doesn't know how to swing a weapon;
11-13 - hit would've connected but you dodged and avoided it;
14-15 - hit landed on the shield absorbing it, and it being damaged in the process with the standard rule set
16-21 - armor took a hit absorbing it, same thing as the shield
of course theres a lot of other bonuses like deflection and natural armor, and order of them can be debated but i think it would be an interesting idea for a game that doesn't include a lot of combat encounters but very detailed onces, so every fight can be treated as a boss fight of sorts.
I have been brewing up a late bronze age setting, where Iron is starting to appear and the idea would be Crucible Steel is showing up in very limited quanities, and the superior properties of these metals vs bronze would play a part in combat (and by extension, politics and the party's murderhobo hoarding) so I'm not unfamiliar with what you want to have happen.

Here is the thing I'm going to point out:
- PF1e has rather large AC deltas between 1st and 20th level.
- How will magic interact with your durability tables?
- Think about your system, and realize that
Every.
Single.
Goddamn.
Attack Roll.
Every.
Single.
Goddamn
Time.
is going to require consulting your effects table and figure out if it applies. Think of how many times that will happen during just a normal combat. Remember how much everyone loves the grapple flow chart?!
WMPRPG and its offshoots like PF1e are ABLE to model a lot things with some ingenuity, but it doesn't always do them well. Which when you try to cram d20 survival rolls onto hex exploration can work Ok, but when you try to bolt-on a system to something as common as attack rolls you are setting yourself up for a bad time.
- You are also, in essence, setting yourself up for making crafting an integral part of the game. Out of the box neither 3.5 nor 3.75 do that well. unless you have a system for the party making/reparing/upgrading their own weapons (ideallly one tested and considered fun/engaging) you are going to have a bad time.

What I would do is this:
- in combat, just compare item hardness, and then decide a "hardness delta" where hitting a thing with hardness greater than X or +Y causes your item to lose "durability".
maybe even add in a "brittleness" value for things more likely to shatter vs flex, i.e. bone vs wood, how horrible obsidan would wear, etc.
Like "Wood being used against anything +3 hardness over its hardness takes damage. Obsidian takes damage if the target is over 2 Hardness."

I personally would opt for "in combat, items hitting/being hit by things over their Hardness thresholds take Durability damage represented by a Durability Loss counter. But that damage isn't resolved until after combat, UNLESS a critical miss/critical success is rolled or the DP counters are greater than <Some value, probably double the item's total durability/hitpoints>". Then just have a mechanism where for each DP counter, after combat the players the resolve it to see if their equipment got fucked up and how fucked up.
ie back of envelope: roll a d6, 1: 2 points, 2-4: 1 point, 5: 0 points unless the previous roll was 0 points, 6: zero points.

But It sounds to me like you're wanting to have sword and armor break in the middle of combat for cinematic moments. So maybe adjust the frequency of rolls, or just have flat item damage.
Or more likely, just use the number on the D20 to determine if an item takes durabiity damage instead of autistically determining ranges. Roll 15+ and its a strong enough whack Durability of the involved materials is affected.

I would also say from what I remember of PF1e hardness and item HP tables, if you want to make this engaging and not completely break the system, especially for how often and how integral you want to make this, you're going to have to rework them from the ground up. The PF1e tables are more about helping a GM adjudicate "the party is trying to break down an iron door with a wooden ram; can they?" vs it being a good, balanced, or user-friendly system designed for frequent use.
 
Pendragon has pretty simple mechanics for breaking weapons, but they're probably not that adaptable, since they're based on swords being the superior weapon and on combat being resolved by an opposed roll. The advantage is that they don't require any extra rolls.

On a tie, swords break other weapons. Two-handed swords break swords on a tie. If a player wants to make an unbreakable weapon, like spear that's entirely metal and not just the tip, the weapon is heavy and has -5 to rolls.

In a lance charge, if you the damage is an odd number, the lance shatters and you have to roll a squire roll to check if your squire can get you a new lance fast enough. That's probably more adaptable for brittle weapons, but it means a lot of weapon destruction.

Having a hardness scale and making harder materials break softer materials on a crit and softer materials breaking when hitting harder materials too hard could work and shouldn't be too much extra work.

Edit: Weapons breaking feels like something that should only be done in a game where combat is very lethal. Smiting an enemy so hard your axe breaks and the blade stays lodged in the skull is cool. Hitting an enemy for 1/10th of their HP total and your weapon breaks is frustrating.
 
One of the most elegant damage systems, in that it was perfectly suited to the game and it's tone, was that of Cubicle 7's Doctor Who: Adventures in Time and Space. Character attributes range from one to six and damage is deducted directly from attributes on a temporary basis. Take a point of damage and you were hit in the head? Lose a point of Intelligence due to concussion. Take three points of damage when someone fires the electron beam into your legs? Take them off Mobility. And if you're reduced to 0 in an attribute then it has the appropriate effect - unconscious, paralysed, etc. Extremely quick flowing, keeps combat dangerous (due to only having six points at most), has interesting variation - e.g. one person might be able to handle one type of damage better than another - and has a lot of room for descriptive effects rather than being a HP sponge that goes "fine, fine, fine, down."

Complex? No. A perfect fit for this game? Yes.

For damage systems, I am partial to ones that combine a bit of detailed injury with a HP buffer. The One Ring for example, has your Endurance whittled down and injury rolls when you're out of it. So you get some realism but the game-enhancing effect of being able to delay the realism just a little bit. I.e. Boromir will always be able to parry and shrug off a few arrows before one strikes home and he takes an actual wound.
 
Well yeah its gonna be slow.
Definitely for a smaller party no more than 3 people.
But speakinig of time, battletech does that in even more detail in terms of damage calculation.
Magic however is definitely a question that needs to be thought through on per spell basis. And i don't have a good answer for now rather then touch spells like shocking grasp would hit all pieces of armor equiped but something like flaming hands and magic missile would ignore armor all together.
Its more the like a thought out loud,i definitely wouldnt suggest to add it for my current game since it has people who lean more on casual side and we have like 6 people playing.
This feels very much like something I'd see in a roguelike over any kind of TTRPG, Definitely something I'd run in a system where the average number of rounds is <= 3.
Setting is also important. That why i think something low tech like dark sun is perfect for that.
Like think about it you are fighting a guy with the tower shield that adds 4 to ac. You hit him once or twice and all the hits land on the shield. Than it would make sense to do a sunder move to break the shield instead of just dealing damage to permanently get rid of it.
Also i don't think it would work mid-high or high levels.
 
bronze age
The good thing about Bronze Age if you're doing a realism thing is that bronze requires having both copper and tin. Those don't often occur in the same place, so for people to have both copper and tin required trade. This was a big part of creating civilization, because the societies that could get along and trade with each other suddenly had bronze, massively better than everything else for weapons, tools, and everything else humanity succeeds at.

Cooperation between civilizations is much better than war between civilizations.

Things didn't turn out too well for the people who opposed the Bronze Age apex civilizations.
Several Mythos monsters and gods are sadistic and rapey by nature.
No shit, and I feel that's best conveyed, as Lovecraft did, by not going into explicit, lurid details.
 
Last edited:
No shit, and I feel that's best conveyed, as Lovecraft did, by not going into explicit, lurid details.
Explicit details are good as long as you're done in 2-3 minutes tops and don't stroke your dick/flick your bean under the dinner table. One example I have from my own games is when an investigator pretended to be drunk and stuck his finger into a stripper's vag because the group was convinced that they weren't human which turned out to be true. I described the it as cold and his finger smelled like death after it. A fight ensued shortly after because the majority of the striptease bar employees were cultists.
People act like Lovecraft didn't describe anything at all but he gives a very detailed description of Wilbur Whateley's gruesome, barely human carcass for instance. And the Furuta murder fits very well into his fear of humanity's moral degeneration. Good thing he passed away before experiencing the 70s.
 
Back
Top Bottom