Subj : Re: Tabletop war and roleplaying games To : Commodore Clifford From : Arelor Date : Mon May 15 2023 12:18:39 Re: Re: Tabletop war and roleplaying games By: Commodore Clifford to Arelor on Sat May 13 2023 07:27 am > Valid points... I'm not a fan of some systems because of levels. I > really hate the concept of levels and I really hate the way "hit points" > tend to work, which is another reason I'm a big fan of GURPS. > > I mean, sure... all those systems have a rule like "well, if something > happens that is obviously fatal, you're dead". But let's face it, you're > going to have a hard time as a DM pulling that without argument. For > most people, getting shot in the head tends to be pretty fatal. Haha, that is called the Critical Existence Failure, or something similar. I think pure HP systems have a place if you want a gamey-styled sort of adventure, like dungeon crawls in which you break into the Castle of Evil, beat every baddie and take their stuff. I tend to like Rolemaster's approach: every time you take a meaningful hit you roll in a critical table. Depending on your result and the severity of the hit you take, you are given a particular wound with functional effects. One of the best RPG combats I have been involved with was a siege in which I played a support character. Our warrior was blocking a gateway while baddies tried to break in. Somebody hit the warrior in the knee and shattered it, so he fell down. Just as he was going to take a stab in the stomach, I took at shot at the baddie. He took the bullet in the shoulder and lost his sword. Most non HP systems I am aware of use wound levels or damage levels, though. Characters move down the damage ladder everytime they take a wound and receive a functional side effect. -- gopher://gopher.richardfalken.com/1/richardfalken --- SBBSecho 3.20-Linux * Origin: Palantir * palantirbbs.ddns.net * Pensacola, FL * (21:2/138) .