Less Abstract Damage? [Archive] - Wizards Community

Post/Author/DateTimePost
Sphere

12-02-06, 04:45 AM
I was recently thinking about trying out combat that allowed for targeting different parts of the body for different penalties in addition to, or replacing normal damage. Something like attacking the arms gives an attack/damage penalty, attacking the legs gives a movement penalty, etc.

I know the DMG has a suggestion on what penalties to give out, but I was wondering if anyone had experience with using a system like this and would like to share some insight on them.
Morgen

12-02-06, 05:32 AM
There is a system out there like that already! It's called GURPS. As complex as you like for all that stuff.

http://www.sjgames.com/gurps/

Well honstly there are tons of games out there like that which allow you that kind of control and flexability. But you need to keep things in perspective and ask yourself if that would make the game more fun for everyone involved.

You've already got a realitive slowdown from regular gametime to combat. 35 seconds of gametime with 6 people can take anywhere from 30min to 2-3 hours in some situations after all. If most players can't remember the effects of a bardsong or that they've been blessed, perhaps adding in more complicated effects might not be the best idea. KISS.
Sphere

12-02-06, 04:08 PM
Thanks for the link!

Well honstly there are tons of games out there like that which allow you that kind of control and flexability. But you need to keep things in perspective and ask yourself if that would make the game more fun for everyone involved.

You've already got a realitive slowdown from regular gametime to combat. 35 seconds of gametime with 6 people can take anywhere from 30min to 2-3 hours in some situations after all. If most players can't remember the effects of a bardsong or that they've been blessed, perhaps adding in more complicated effects might not be the best idea. KISS.

Yeah, I know what you mean about dragging the game out. But it seems as if all my players like to play melee focused characters and I wanted to add some variety to the attacks. It gets a little bland after the 100th, "I attack it with my sword!"
Miss_Yersinia

12-02-06, 07:14 PM
Thanks for the link!



Yeah, I know what you mean about dragging the game out. But it seems as if all my players like to play melee focused characters and I wanted to add some variety to the attacks. It gets a little bland after the 100th, "I attack it with my sword!"
Describe it. In the introduction of the DMG, there's stuff about description... tell them more, if they hit for much damage, tell them, they've slashed open a huge wound, if they roll a bad attack roll, the attack went against the armour/missed entire a.s.o.
058

12-02-06, 08:12 PM
Personally, I'm a fan of being able to apply my mêlée abilities in a less bland way. Varying the DM's descriptions of actions goes a good way, but I like being able to decide that I want to sting my foe's arm, or jar his knee.
Sphere

12-02-06, 08:16 PM
Describe it. In the introduction of the DMG, there's stuff about description... tell them more, if they hit for much damage, tell them, they've slashed open a huge wound, if they roll a bad attack roll, the attack went against the armour/missed entire a.s.o.

Not quite what I was talking about. Describing blood geysers and carving off chunks of flesh is well and good, but I would like to have combat do something more than just hit point damage.
Nathreet

12-02-06, 08:26 PM
I think it is actually more realistic to say you don't know where you will hit. Maybe he dodged your blow to the head. When you spun your blade arround his shield deflected your side swipe. So you snuck in a low jab to the leg.

If you really wanted to be realistic rounds would each last 2 seconds and you'd have a little grid with sword and shield miniatures that you'd have to move around. Before the match the DM draws in the enemy's armor and helmet using dry erase. Ugh.
058

12-02-06, 11:07 PM
Most people who launch an attack have a general idea as to where it's aimed.

If you really wanted to get realistic, you'd resort to LARP . . . but that isn't the topic of discussion, so we can leave that out.
Sinaz

12-03-06, 06:55 PM
My group uses a called hit system... it works really well. Very fun. You have to play creatures with some sense of morale or else normal CR encounters will become extremely overpowered.

Here's a link:
http://boards1.wizards.com/showthread.php?t=658146

Just remember with monsters that there is a point at which they rout. So they don't always fight to the death... if they are getting beat, and they are intelligent, they may retreat to lick their wounds.
Lord_Tirian

12-04-06, 08:02 PM
...but I would like to have combat do something more than just hit point damage.
Check out Mike Mearls' "Book of Iron Might" (printed by Malhavoc Press).

It allows you to take penalties and/or drawbacks on your attacks to get some additional effects, like:

-10 penalty for dealing 1 Str damage
+5 bonus for dealing no other damage
+5 bonus for provoking AoO
_____
+0 bonus (i.e. normal attack) for dealing 1 Str damage

These are not the exact numbers, but rather the principle behind it.

It may mess with your game balance and Mearls' admits it in the book (there are nifty Designer Comments columns). Perhaps you like it - but from my own experience... it definitively leans on the high-powered side of balance, but it's fun.
Keterys

12-05-06, 08:41 PM
Have you checked out Tome of Battle? There's a definite way to make melee more interesting.