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Damage mechanics

Started by Bubu, December 20, 2024, 09:27:54 AM

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bardiclife

Oh forgot to declare my camp: HP - damange. Did try alternatives, but I guess its a default/ classic system for a reason, so easy to grasp, minimalist & smoothly gets out of the way of the story

Chris24601

Quote from: bardiclife on December 24, 2024, 03:36:49 PMOh forgot to declare my camp: HP - damange. Did try alternatives, but I guess its a default/ classic system for a reason, so easy to grasp, minimalist & smoothly gets out of the way of the story
Yeah, I'm in the same camp presently trying to smooth out a house rule for essentially hit points (or health levels if wound penalties won't be too complicate to deal with in Mutants & Masterminds 3e because the default of toughness saves that use different math (effect rank + 15 instead of effect rank + 10) than all the other checks and still require tracking accumulated failed saves is both swingier and more fiddly than most other damage track systems (and owes mostly to wanting to make the whole system run off only d20 checks.

I have a version that kinda works, but I dislike the fact that it requires all non-minions to basically have 50 hit points because the smallest granularity you can really get is a d20 to keep the math mostly working like the default game in terms of combat length and without needing to completely rewrite whole swaths of the powers system.

The houserule I'm using now is that if you hit, you  roll 1d20+damage rank (which is probably about 10,but could be up to 15 in a typical game). The target then subtracts their toughness (probably ranging from 5-15 depending on concept) from that and takes what's left over as hit points from that pool of 50. While you're at 30+ damage taken you're also staggered (-5 to checks and half-speed; can spend a hero point to ignore until next time you take damage).

It's not BAD, I just reflexively dislike HP bloat and 50 feels like a lot (until you take 30 in single hit).

I could theoretically use degrees of success (beat toughness is 1 damage, beat by 5 is 2 damage, beat by 10 is 3, etc.), but that's just adding an extra step instead of reducing complexity.

Most non-hit point systems ultimately come down to different ways of achieving "X hits until you fall over" which is just concealed hit points.