Hi Guys!
I picked up SAS for Tri-Stat at the last GenCon, and finally opened it the other day. I've never even looked at TriStat before, but I noticed they have a Health stat which is derived from multiplying certain stats by a constant, and which has break points at 1/4, 1/2, 3/4, and full. This is very much like my own StarCluster system, and I'm curious when this particular concept came out. I know 1st Ed BESM came out in 1997, and 2nd in 2000, but was this Health stat derived the same way then? It seems to be a curious case of parallel evolution.
Thanks!
-clash
Well, I do know that in Sailor Moon RPG, Health Points were simply equal to (Body + Soul) x 5, and that the system was supposed to be completely compatible with BESM 1e.
Quote from: flyingmice;267307Hi Guys!
I picked up SAS for Tri-Stat at the last GenCon, and finally opened it the other day. I've never even looked at TriStat before, but I noticed they have a Health stat which is derived from multiplying certain stats by a constant, and which has break points at 1/4, 1/2, 3/4, and full. This is very much like my own StarCluster system, and I'm curious when this particular concept came out. I know 1st Ed BESM came out in 1997, and 2nd in 2000, but was this Health stat derived the same way then? It seems to be a curious case of parallel evolution.
Thanks!
-clash
Yes, it was in the 1st and 2nd editions.
Health Points = Body + Soul x 5
Quote from: Drohem;267314Yes, it was in the 1st and 2nd editions.
Health Points = Body + Soul x 5
Thanks GG and Drohem!
Cool! Did they have the breakpoints like in SAS?
Parallel evolution in systems fascinates me! :D
-clash
Quote from: flyingmice;267317Cool! Did they have the breakpoints like in SAS?
No, the breakpoint percentages weren't in the 1st and 2nd editions. Although, they are included in
Tri Stat dX.
Quote from: Drohem;267330No, the breakpoint percentages weren't in the 1st and 2nd editions. Although, they are included in Tri Stat dX.
Thanks! I appreciate you taking the time to respond. I'm a systems junkie, but my knowledge of Tri-Stat is near zero. :D
-clash
My pleasure, I'm glad I could be of assistance. :)
I know that the "Damage" system where you got 25/50/75/100 percent of damage is quite similar to that drawn from Providence. (As that's the system it uses for variation in quality hits.) It doesn't use health that way however...
Quote from: Silverlion;267399I know that the "Damage" system where you got 25/50/75/100 percent of damage is quite similar to that drawn from Providence.
Come to think of it, that's also how damage works in
Praedor, which was originally published back in 2000. That is, a character's total "Blood" (essentially HP) amounts to 7-15 (as determined by their Health attribute) multiplied by four, and losing each quarter of that will then incur further penalties. Someone with average Health would all in all have 40 (10 x 4) points of Blood, in other words, while the lowest possible Health yields 28 and the highest 60 points. Certain advantages and disadvantages can affect the final score, and so can raising attributes with XP or losing points from them for instance due to aging; but apart from that, your maximum Blood remains the same for as long as you live.
Quote from: GrimGent;267419Come to think of it, that's also how damage works in Praedor, which was originally published back in 2000. That is, a character's total "Blood" (essentially HP) amounts to 7-15 (as determined by their Health attribute) multiplied by four, and losing each quarter of that will then incur further penalties. Someone with average Health would all in all have 40 (10 x 4) points of Blood, in other words, while the lowest possible Health yields 28 and the highest 60 points. Certain advantages and disadvantages can affect the final score, and so can raising attributes with XP or losing points from them for instance due to aging; but apart from that, your maximum Blood remains the same for as long as you live.
Wicked! It must have been something in the air back then - StarCluster 1e was published in 2002, though I'd been working on it since 1997, and dx was published in 2003.
-clash
Rolemaster Standard System has "Hit Exhaustion" break points at 25%, 50%, and 75%.
Quote from: David Johansen;267467Rolemaster Standard System has "Hit Exhaustion" break points at 25%, 50%, and 75%.
Huh! There's one definitely out of the "common" time frame! :D
-clash
You may still be able to get Tri-Stat DX as a free download from http://rpg.drivethrustuff.com/product_info.php?products_id=368
Quote from: flyingmice;267469Huh! There's one definitely out of the "common" time frame! :D
-clash
Is it? RMSS is the mid nineties edition and I don't think RM2 does hit exhaustion.
Quote from: David Johansen;267511Is it? RMSS is the mid nineties edition and I don't think RM2 does hit exhaustion.
Praedor was 2000, SC 2002, and Tristat Dx 2003. RMSS was mid-nineties.
-clash
Quote from: flyingmice;267461Wicked! It must have been something in the air back then - StarCluster 1e was published in 2002, though I'd been working on it since 1997, and dx was published in 2003.
By the way, in
Praedor beings without actual blood have no Blood either, so the term's slightly more than just a bit of flavour. The demons and the undead, the constructs and the spirits: the likes of those have to be defeated by inflicting critical injuries on them instead of depleting Blood. So a mummy might be, for instance, decapitated by dealing a minimum of 17 points of damage to its head (that is, successfully attacking for 7 points over the creature's "Deep Wound" crit threshold of 10, aimed at the hit location "head").
Quote from: GrimGent;267595By the way, in Praedor beings without actual blood have no Blood either, so the term's slightly more than just a bit of flavour. The demons and the undead, the constructs and the spirits: the likes of those have to be defeated by inflicting critical injuries on them instead of depleting Blood. So a mummy might be, for instance, decapitated by dealing a minimum of 17 points of damage to its head (that is, successfully attacking for 7 points over the creature's "Deep Wound" crit threshold of 10, aimed at the hit location "head").
Very cool, GG! I like it when system component names aren't just flavor. :D
-clash