Difference between revisions of "StarJaunter/CinematicWoundSystem"
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In an attempt to create a more cinematic form of damaging someone, I have worked out a wound based health system that <br> | In an attempt to create a more cinematic form of damaging someone, I have worked out a wound based health system that <br> | ||
ignores “Health Levels” and tracks instead how many wounds you have at what level of severity. This could probably be applied<br> | ignores “Health Levels” and tracks instead how many wounds you have at what level of severity. This could probably be applied<br> | ||
− | to several systems with modifications but it is shown here for Exalted.<br> | + | to several systems with modifications but it is shown here for Exalted.<br> |
As per normal combat (or whatever houserules you have going) you get to step 8 of on attack. Here your successes, instead of <br> | As per normal combat (or whatever houserules you have going) you get to step 8 of on attack. Here your successes, instead of <br> | ||
− | damaging health levels on the target are compared to the target’s | + | damaging health levels on the target are compared to the target’s wound difficulties. You give them the worst wound your number <br> |
+ | of successes meets the difficulty for. The wound levels are differentiated by the penalty they give the wounded. <br> | ||
− | + | -0 wound penalties are surface scratches and minor bruises that can be ignored in combat. <br> | |
− | + | -1 wounds are deeper wounds that restrict movement and require binding after combat. <br> | |
− | + | -2 wounds are bleeds cuts and splitting bruises that may infect mortal combatants.<br> | |
− | + | -4 wounds are horrible cuts and contusions that may kill a mortal without care.<br> | |
− | + | Dying wounds knock you out of a fight, if lethal target must receive medical care soon or die.<br> | |
− | + | Character remains unconscious if bashing, or bleeding to death in Stamina minutes if lethal.<br> | |
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− | Dying wounds | ||
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Wounds are represented on character sheet as type of wound (bashing or lethal) and level of wound.<br> | Wounds are represented on character sheet as type of wound (bashing or lethal) and level of wound.<br> | ||
− | + | -2 Bashing wound is represented as: /2<br> | |
Dying Lethal Wound is represented as: XD<br> | Dying Lethal Wound is represented as: XD<br> | ||
− | + | -0 Aggravated wound is represented as: *0<br> | |
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Revision as of 20:18, 1 May 2009
Cinematic Wound System
In an attempt to create a more cinematic form of damaging someone, I have worked out a wound based health system that
ignores “Health Levels” and tracks instead how many wounds you have at what level of severity. This could probably be applied
to several systems with modifications but it is shown here for Exalted.
As per normal combat (or whatever houserules you have going) you get to step 8 of on attack. Here your successes, instead of
damaging health levels on the target are compared to the target’s wound difficulties. You give them the worst wound your number
of successes meets the difficulty for. The wound levels are differentiated by the penalty they give the wounded.
-0 wound penalties are surface scratches and minor bruises that can be ignored in combat.
-1 wounds are deeper wounds that restrict movement and require binding after combat.
-2 wounds are bleeds cuts and splitting bruises that may infect mortal combatants.
-4 wounds are horrible cuts and contusions that may kill a mortal without care.
Dying wounds knock you out of a fight, if lethal target must receive medical care soon or die.
Character remains unconscious if bashing, or bleeding to death in Stamina minutes if lethal.
Wounds are represented on character sheet as type of wound (bashing or lethal) and level of wound.
-2 Bashing wound is represented as: /2
Dying Lethal Wound is represented as: XD
-0 Aggravated wound is represented as: *0