Agamemnon wrote:
Show me a statistic giving a significant chance of instant, fight-stopping death from a low-caliber wound to the foot. Otherwise, I'm going to have to assume those deaths are due to complications from the injury, and not the injury itself, which is entirely beyond the scope of this discussion.
Man, that was ages ago. Yet, if you are willing to wait couple of days, I will google some. At the moment I took too much on my plate.
If you're going to argue that strength impacts damage, then you can't also argue that the strength 1 or 2 person should be as deadly as the strength 5 character,
Which I never did.
nor can we argue that someone who is 90lbs can take as much physical damage as a three hundred pound linebacker.
Which I never did.
If you're going with absolute realism as the bar, (...)
Someone else is welcome to come up with such a system. We'll even host it on the forums somewhere as an optional rule. For my part, however, I'm not interested in designing or playing with such a table. We've got too many fiddly bits as it is.
Ultimate realism is not my goal.
If we have an unrealistic rule in some game, we gotta ask ourselves how that can be remedied. Take WFRP and dwarf for example. If some home-rule said we had to use some extra tables to check twenty other attributes, it was unnecessary slow-down. If there was a rule redefining entire damage system, it's too much hassle. If we can however devise a solution, that does not change a lot in game system, does not add require us to add more rules and exceptions to the existing one and yet make game more realistic - why not.
Example of dealing with WFRP naked dwarf problem was for example changing damage dice from d6 to d8 or d10 and multiply armor values by 2. It was however a lot deadlier changing balance a lot.
Another example was dealing with WFRP explosive d6 dice during damage calculation. Virtually every group that played for extended period of time had a story to share regarding that. The funniest I heard was one PC playing halfing argued with another PC, great dwaren warrior regarding who went where. Halfing got pissed off and threw a rock from a distance at dwarf. He knew this particular dwarf was very tough and had a lot of armor. But GM asked for damage resolution and halfing threw 6. Than he rerolled and rolled 6. And couple of more times so his final damage count was in high 30ties. Dwarf used destiny point in order not to die.
So solution?
Dice explode only once.
Simple. No clutter. No extra layers of rules.
That would be my goal in tros based games. Have something deadly enough but still running as smooth as possible. I believe we are on the same note here?
dra wrote:I'd say animals should have different rules than humans, that's correct and does not clutter game.
Your definition of "clutter" is different than mine. The more individual sets of rules I have to have in a game to represent a situation, the more cluttered it is going to be to me.[/quote]
Ok than, how are you going to present a fight with giant scorpion, giant snake with current set of locations?
For me clutter is something I need to look for in heat of the moment. For example tros rules of stealing initiative were kinda hard to memorize for somethng happening quite rarely. You take this attribute, take this of other player, add dice but only that and that amount. BoB solutions is way more ellegant.
Prepering a fight before a session and reading some extra rules regarding monster is not a clutter for me.
At a certain point, you have to define the scope of what you care to model. When you try to break down "everything that attributes can model" the chart comes up something like this
Right now everything in that left-most cluster is a function of either Agility, Speed, or a combination of one of those with something else. As it stands, I'm probably folding Speed into Agility again. Is it worth it to split Dexterity out of Agility? Coordination/control is either stat, which is not great design. Manual dexterity is obviously dexterity.. but everything else int hat is either agility, or a product of agility and some other stat. Is it worth it to add an attribute whose only use is "add to lockpicks, pickpockets, and maybe some trade skills?"
I agree with that. Key word being certain point. If we go to extremes, we can have 3 attributes: Physicality, Mentality, Social. If we go to other extremes, we have some useless attributes. Key point I think is what it brings to the game. Question is as you stated: is it worth adding attribute just for lockpicks, pickpocketing and trade skills? As a GM who likes rouge characters who and another layer they add to a game, I'd answer yes.
For a similar reason, I've been considering throwing Strength and Stamina into one stat as well simply because.. well. Look at the chart. Out of all the things listed, Strength represents exactly one of those - Physical strength. By quirk of the rules, however, it doesn't even govern that. You are required to have Stamina to use Strength for strength-based rolls anyway, but I digress.
And I'd agree. Stamina has a purpose if we have fatigue mechanics that are easy to implement and changing fights.
Something ridiculous that isn't how our game is written. It is beyond the scope of my power, influence, responsibility or even interest level to help you in situations where your GM may or may not do something that isn't how we've written the game to be played.. which brings us to:
Ergh.
I stated it does not relate to any game. Or any GM. Just general rpg problems. Not in order to talk about certain mechanics but in order to let another participant of discussion imagine an example.