Health problems...
Posted: Sun Jun 10, 2012 2:27 pm
When I first began designing a new RPG it was under the assumption that it would be for computers and tablets. The idea was to create a new RPG for gamers who don't always have access to a group in their area, and a program that would include all the rules, handy tooltips/tutorials, battle map (not needed but useful), multiple ways to communicate, character building tools, dice, etc. It was designed to be played at a slow pace similar to playing post by post on a forum. Long story short, things got fucked up and the program is scrapped, but I still have the workings of a rules set on my hands which can be made into a TTRPG without all the online goodies.
The health system works like this: Everyone has an Endurance score (a static number) which represents armor and toughness. Whenever you take damage you divide by your Endurance (round down). If the result is 0 than you successfully soak all the damage and nothing happens. If the result is 1 or greater you take a wound with a severity equal to the resulting number.
Wounds do things. The greater the severity, the worse the effect of the wound. Once the total severity of all wounds equals 10, you're incapacitated. This means that you could have 10 wounds giving 10 minor penalties on you before you go down or you could have a small number of nastier penalties from more grievous wounds.
Everyone also has a Mettle score. If you aren't doing anything exciting, then this score just stays at 1. While in combat, this score is manipulated by players and enemies and moves up and down often. If your Mettle is reduced to 0 then you take a penalty to your Endurance score. Higher Mettle scores make your attacks and abilities more effective and grant access to higher tier attacks/abilities. In that regard, its a little like CAN.
So if a soldier attacks a goblin, the current setup is this: The soldier bashes the goblin on the head with his club. The goblin rolls a dodge attempt and fails. The soldier does 20 points of damage. That number is then divided by the the goblin's Endurance score, which may have a penalty if the goblin's current Mettle score is 0. For now, lets just say the goblin has a 6 Endurance. 20 / 6 is 3. So the goblin gains a wound with a severity of 3. So, finally, now the soldier looks at his "bash" ability, in the wound line and sees that severity 1-3 is Dizzy, 4-6 is stunned, and 7-10 in unconscious (or some such).
So here's my question: How salvageable is this system now that the player is expected to do the math in his head every turn instead of having the computer do it? How much math are people willing to do on a round by round basis?
The health system works like this: Everyone has an Endurance score (a static number) which represents armor and toughness. Whenever you take damage you divide by your Endurance (round down). If the result is 0 than you successfully soak all the damage and nothing happens. If the result is 1 or greater you take a wound with a severity equal to the resulting number.
Wounds do things. The greater the severity, the worse the effect of the wound. Once the total severity of all wounds equals 10, you're incapacitated. This means that you could have 10 wounds giving 10 minor penalties on you before you go down or you could have a small number of nastier penalties from more grievous wounds.
Everyone also has a Mettle score. If you aren't doing anything exciting, then this score just stays at 1. While in combat, this score is manipulated by players and enemies and moves up and down often. If your Mettle is reduced to 0 then you take a penalty to your Endurance score. Higher Mettle scores make your attacks and abilities more effective and grant access to higher tier attacks/abilities. In that regard, its a little like CAN.
So if a soldier attacks a goblin, the current setup is this: The soldier bashes the goblin on the head with his club. The goblin rolls a dodge attempt and fails. The soldier does 20 points of damage. That number is then divided by the the goblin's Endurance score, which may have a penalty if the goblin's current Mettle score is 0. For now, lets just say the goblin has a 6 Endurance. 20 / 6 is 3. So the goblin gains a wound with a severity of 3. So, finally, now the soldier looks at his "bash" ability, in the wound line and sees that severity 1-3 is Dizzy, 4-6 is stunned, and 7-10 in unconscious (or some such).
So here's my question: How salvageable is this system now that the player is expected to do the math in his head every turn instead of having the computer do it? How much math are people willing to do on a round by round basis?