17 thoughts on “Howdy dungeoneers! Tell me.”

  1. In our Cowboy World hack we needed to get away from HP since even a stray bullet should potentially kill you dead.

    When you take harm , roll + Body + modifier.

    Modifiers:

    Knife: +2

    Revolver: +1

    Shotgun, explosion: +0

    Etc.

    On 10+, it is but a bruise or a scratch

    On 7-9, you are wounded. Describe your wound and take -1 to all Body rolls.(-1’s stack)

    On a fail you are disabled. You are mortally wounded and will probably die.

    This is the basic idea, it is a bit more involved in practice. It works fantastic for the Cowboy genre.

    When we ported the system to Star Wars, we realised that we needed to make combat last longer for a more cinematic feel, so we added armor points, you pay one point to negate one hit after damage is rolled. Again it works well.

    For me there has always been a disconnect between hitpoints and the fiction. In our 5th Ed game the other night I attacked another PC and did some damage. The other player just shrugged – it was only numbers that would change after a short rest. Which illustrates why I always hated HP since we played Basic DnD in the early 80’s.

  2. This may be the same as what Robert Finamore posted but I’m rather fond of: http://www.story-games.com/forums/discussion/17665/apocalypse-world-a-more-descriptive-visceral-approach-to-harm

    Especially the rolling with armour. For DW, I think what you’d need to do is make each point of armour a negative modifier to Dex. So if you had a PC with +2 Dex and 1 armour, they’d roll +1 on Dex rolls. A less harsh version would be a negative to their score instead of their mod (with the relevant change to their modifier)

  3. Aaron Griffin I don’t think it is that swingy, since the players know the odds before they draw their guns. In general you have to fail three rolls in a row to die: Shoot, Harm and Healing. We’ve played this system for two years or more now and we had quite a few people disabled in combat but only one or two deaths.

  4. Start tinkering with HP and damage, and you’re tinkering near the core of the game. Pretty quickly, you’re adjusting basic moves, class moves, spells, gear, monster stats… pretty much all the subsystems are affected. I’m not saying “don’t,” just be aware of how much work your hack will actually require.

    If you’re interested, here’s my PbtA fantasy heartbreaker. I’m pretty fond of the damage system, though it’s had very little play testing.

    https://goo.gl/RX5tfd

  5. Ari Black why the name? It’s just a reference to “fantasy hearbreaker,” that type of self-made “it’s like D&D except…” RPG. If I ever do anything more serious with the game, I’ll probably come up with a legit name.

  6. Jeremy Strandberg Ah, I’ve always associated that name with homebrews that never succeed and leave the maker sore about it. I’ve had six or seven experiments in system design and each one of them has had its pros and cons and each one has taught me amazing things. My most recent experiment was what lead me to DW and PbtA games 🙂

    I’m going to read your files there as I’m on a similar road at the moment.

  7. Volsung 2d6plusCool The wounds system in uncharted worlds is so good I’ve considered changing up dungeon world rules for it. Wounds are based on severity, and can be really interesting and very present in the fiction. Your wound could be a dozen cracked wounds or a wicked slash across your torso.

  8. Addramyr Palinor Sure. Here’s a little excerpt from the pdf.

    “Whenever a character suffers physical trauma, the player writes a short (one- or twoword) description of the injury of that severity on their character sheet. The severities are minor, major, severe, critical and fatal. Injuries are descriptive, not a number. While a plasma beam and vehicle collision might cause harm of the same severity, the actual injury will be very different; burned flesh vs broken bones, in this case.

    Injuries have five increasing levels of severity: minor, major, severe, critical and fatal.

    When assigning an injury, the GM will state the severity based on the source of the harm.

    The GM is free to assign less severe (glancing) harm as a consequence/cost of a partially

    successful Move, reserving the full force for a failure.

    Guidelines for assigning injury severity:

    • Minor: Brawling, short falls, day-to-day bashes and cuts.

    • Major: Melee weapons, falling objects, flames.

    • Severe: Firearms, long falls, collisions.

    • Critical: Heavy weapons, explosives.

    • Fatal: Ship weaponry, artillery.”

  9. Cool. It might be easy to use this in DW without needing to change all the damage system by assigning a numbner to each severity and do as in Fate where, for e.g. you receive a 7 dmg hit, you need to take a severe consequence + a minor one

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