Got to play Red Dwarf at a con today. Pretty cute. One interesting bit (that I've seen in other games, but hadn't really thought about much lately) is their damage system.
Basically, when you get hit, the attacker does damage equal to their weapon's damage rating times their margin of success (I think Silhouette uses something similar). The target gets to subtract their "Shrug" (personal toughness rating) from the damage. The remainder is then divided by their Shrug and rounded up. That's how many wounds they take.
So a gun that does 6 points hits someone with Shrug 4 by 3 points. That guy is hit by 18 points, subtracts 4... gets 14... divides by 4 and rounds up... and takes 4 wounds. 8 wounds (total) will kill you, so that's a fairly deadly hit. It's a very simplistic system, but it could be made more detailed... and simpler to explain. Basically, they could have said "Divide by Shrug and round up, but you ignore the first wound done."
Anyway, I already have a margin-of-success system... I should think about using some sort of thresholds for determining how much damage you take.
What I really need, instead of just leaving entry after entry on possible ways of handling damage, is to decide what sort of "flavor" I want combat to have... are tough PCs just a little harder to take down than small and wimpy ones or immensely harder? Do tough PCs shrug off hits, or can they just take more hits without going down? Etc..
Posted by Kiz at May 16, 2004 12:22 AMCommentsPost a comment