Teaser #9: Bodily Carnage

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Agamemnon
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Teaser #9: Bodily Carnage

Post by Agamemnon »

Image
image by Vicki Burton

Band of Bastards comes from a tradition of violent fiction and bloody ends. For all the work we've done on the fighting itself, it felt criminal to abstract damage out to some form of hit points. Instead, every injury in 'Bastards is measured in flesh maimed and blood lost.

So what does that mean in game terms? Band of Bastards measures all damage as Wounds, which represents the nature and severity of the injury received. There are three axes which combine to determine the exact wound taken.

DAMAGE TYPE
The first axis is the kind of damage taken. For the overwhelming majority of Wounds, the damage received is of one of three kinds:
  • Piercing damage, as done by arrows or the thrust of a sword.
  • Cutting damage, as done by the swing of an axe or saber.
  • Blunt damage, as the result of a club or hammer to the face.
Each type of damage results in different kinds of wounds, and interacts with armor differently, having its own advantages and disadvantages.

WOUND LOCATION
The second axis is the location of the damage. Those of you who have been with us the longest may remember our very first teaser, the wound wheel

Image

No attack is simply that. Each attack is specified to be a swing or a thrust, and a target wheel is chosen to receive it. If successful, a d6 is rolled to determine where the blow lands, starting at the top and going clockwise around the wheel. The outside wheel is used for swings, and the inner wheel used for thrusts.

Why is this important? There are two main reasons. The first is that different wound locations have very different effects. A blow to the hand or forearm is liable to make someone drop something. A blow to the head may disorient your opponent. A blow to the legs may trip them or knock them off-balance. The second major reason is that getting stabbed in the face is going to suck way more than getting stabbed in the arm. The latter could potentially cripple you. The former is liable to kill you.

Naturally then, characters will want to prioritize their armor to cover their most vulnerable areas first just as combatants have done throughout history. Armor in 'Bastards is thus relatively detailed, as it becomes tremendously important to know whether your neck is covered by a maille coif, an aventail, a gorget, or whether they were prancing around with an exposed jugular like this guy:

Image
image by Vicki Burton

SEVERITY
The final axis is the severity of the wound. The harder or more skilled the blow, the more trauma you have potentially caused your opponent. Damage is the end result of a number of factors including how well you rolled, the physical strength of your character, and the rating of the weapon you've used. Because the proficiency of your character plays such an important part, a skilled man with a dagger can do as much or more damage than an opponent with a zweihander.

Wounds are rated on a scale between 1 and 5 levels of damage, with 1 being a light or glancing blow and 5 generally maiming or even killing an opponent outright. The exact results depend on the location and type of damage dealt, above.

THE BLOODY FORTUNE COOKIE
So you've taken your swing, overcome your opponent's defenses, and you know that your Kriegsmesser just scored a level 4 cut across your opponent's crown. What does that actually mean? This is where the fun comes in:

Image

All of the above information is packaged in what we've taken to calling the Bloody Fortune Cookie. Each wound has all of the relevant information, effects, and a brief description in one place. In addition to having all of the mechanical detail, the flavor text gives a strong narrative picture of what's happening. This detail takes a lot of weight off of the GM's back in keeping combat fast and interesting. Gone are the ubiquitous shoulder wounds. Each blow is measured in blood and sinew. When the player finds himself on the wrong side of an axe, they'll remember exactly where and how badly they were hit.

Join us for part 2 next week, we’ll talk about how this all plugs in and the simple method we found for tracking and quantifying wounds and blood loss.

Until next time,
Sword and Scoundrel: On Role-Playing and Fantasy Obscura

Arrakis teaches the attitude of the knife — chopping off what’s incomplete and saying: "Now it’s complete because it’s ended here."
Collected Sayings of Muad’Dib, the Princess Irulan
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Daeruin
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Re: Teaser #9: Bodily Carnage

Post by Daeruin »

LOVE! Maybe this betrays something about me, but this is possibly my favorite part of our little sub-genre of games: the actual bloody violence that's not abstracted out too far. Looking forward to your solution to tracking wounds. A thorny problem indeed.
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higgins
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Re: Teaser #9: Bodily Carnage

Post by higgins »

Daeruin wrote:Looking forward to your solution to tracking wounds. A thorny problem indeed.
Calling it thorny might be an understatement, haha. But... Did you notice how little mechanical detail was attached to the cookies? We didn't cut anything out from the table for the sake of the teaser. This it's how it will look. ;)
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Marras
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Re: Teaser #9: Bodily Carnage

Post by Marras »

Sounds great!

I can't help but compare it to a bit similar table found in Millennium's End. I have to say that description helps a lot and mechanical parts are really minimal compared to ME. I suppose BL is bleeding or blood loss and KO is knock-out. Righ?

While I really love the fact that the system has gotten rid of generic hit points it always opens possibilities to getting to trouble in more special cases. As a GM who wants to be prepared, I already have four more or less common cases that I don't yet see how they are resolved. First is simply falling or jumping from a height. This is pretty common occurance in fiction. The second is burning. How do you handle damage from explosives like if powder kegs explode? As a final, what kinds of effects you have thought for poisons?

I don't know if these are planned for next week's teaser or not but does it matter if you have level 2 cut and level 3 pierce to same hit location? I mean does the damage add up or are the effects just handled separately?

I ask this because adding different damage types for total trama levels (or something like that) in ME made things less than smooth and I am really curious how you handle that (if it is necessary at all).
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Re: Teaser #9: Bodily Carnage

Post by higgins »

Marras wrote:I suppose BL is bleeding or blood loss and KO is knock-out. Righ?
Correct.
Marras wrote:I already have four more or less common cases that I don't yet see how they are resolved. /--/

I don't know if these are planned for next week's teaser or not but does it matter if you have level 2 cut and level 3 pierce to same hit location? I mean does the damage add up or are the effects just handled separately?
We do hear your concerns and we're acutely aware of those issues. The difference in wound levels and how they stack will be the bulk of our next week's teaser and we'll consider either including those less common cases in there or following up with a third teaser that covers them.

Meanwhile let's just say that not only do we have rules for falling, but we also have rules for wounded flying creatures attempting an emergency landing from various heights. 8-)
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Marras
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Re: Teaser #9: Bodily Carnage

Post by Marras »

It seems that I didn't have to worry :)
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hector
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Re: Teaser #9: Bodily Carnage

Post by hector »

I'm noting a distinct lack of pain and shock - I'll be interested to see how that gets replaced.
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Re: Teaser #9: Bodily Carnage

Post by EinBein »

Most probably contained in wound level. What I notice is that the hit with the blunt weapon to the crown has no advantage to the cut weapon. This looks a bit weird from a fantastical logic point of view.

And I notice that two more teasers resulting in at least three weeks until beta release :shock:

I love this teaser! But it makes me even more curious :!:
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Re: Teaser #9: Bodily Carnage

Post by higgins »

hector wrote:I'm noting a distinct lack of pain and shock - I'll be interested to see how that gets replaced.
That would be the crux of our next teaser. :twisted:

However, 'Bastards goes for the realistic, medical definition of shock. If you run out of Blood points, the impaired oxygen flow makes your character's organs start to fail and they go into shock. Wound effects aside, that's one of the main ways a character can die in the game.
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higgins
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Re: Teaser #9: Bodily Carnage

Post by higgins »

EinBein wrote:What I notice is that the hit with the blunt weapon to the crown has no advantage to the cut weapon. This looks a bit weird from a fantastical logic point of view.
a) Blood Loss is exponential. BL2 is way more serious than BL1. BL3 is the max and can kill a character in two minutes (think femoral artery).
b) in addition, the damage type will have way more effect on the character than evident from this particular table (essentially, level 4 blunt wound will impair the character about as much as a level 3 edged wound)

But yeah, the similarities between those two entries will probably need a review. :)
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Re: Teaser #9: Bodily Carnage

Post by Agamemnon »

EinBein wrote:Most probably contained in wound level. What I notice is that the hit with the blunt weapon to the crown has no advantage to the cut weapon. This looks a bit weird from a fantastical logic point of view.
Blunt weapons have a number of advantages in the system that aren't immediately obvious from the wound table alone. That said, Blunt damage is also an interesting thing to model, as you're technically modeling everything from a fist to black jack, to a staff, mace, or an ogre swinging the better part of a tree.

To borrow from a matt easton rant: In terms of killing efficiency, blunt weapons aren't particularly good at killing people or even disabling them. You can break bones and the like, but that tends not to win a fight - at least not fast enough to keep them from killing you in retaliation. You really have to hit something extremely vital in order to cause enough trauma to put someone down. If you're fighting naked man, you'd much much rather have a cutting or piercing weapon, which is why the first thing people do with staves is stick pointed heads on them when it's time to go to war.

Where blunt weapons shine is that they are much less diminished by resistance. It's much easier to overcome armor with a mace than it is with a sword. They are also very good weapons to put someone down when you don't necessarily want to kill them. You may note that peacekeeping forces generally always carry blunt weapons - it's much easier to repair broken bones than open wounds. Different weapons tend to fulfill different niches in 'Bastards, much the way they do in real life.
EinBein wrote:And I notice that two more teasers resulting in at least three weeks until beta release :shock:
I'll be even more mean then and point out that the number of teasers in queue is actually no indication of when the Beta would be out. If the Beta came out next Thursday™, we'd still have a number of teasers to write about stuff that was in the pipe for the next update or for publishing. Only the dead may know peace from Teasers.
EinBein wrote:I love this teaser! But it makes me even more curious :!:
So you'd say you were... teased?
Sword and Scoundrel: On Role-Playing and Fantasy Obscura

Arrakis teaches the attitude of the knife — chopping off what’s incomplete and saying: "Now it’s complete because it’s ended here."
Collected Sayings of Muad’Dib, the Princess Irulan
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EinBein
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Re: Teaser #9: Bodily Carnage

Post by EinBein »

Agamemnon wrote:
EinBein wrote:And I notice that two more teasers resulting in at least three weeks until beta release :shock:
I'll be even more mean then and point out that the number of teasers in queue is actually no indication of when the Beta would be out. If the Beta came out next Thursday™, we'd still have a number of teasers to write about stuff that was in the pipe for the next update or for publishing. Only the dead may know peace from Teasers.
That sounds promising ;) Especialy this part: "If the Beta came out next Thursday™"
Agamemnon wrote:
EinBein wrote:I love this teaser! But it makes me even more curious :!:
So you'd say you were... teased?
Aye. Most definitely.
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Re: Teaser #9: Bodily Carnage

Post by Meoring »

I like your approach - seems to handsomely fit gritty and realistic settings (like Harn for example). One combat related question - how fatigue will be handled in Bastards?

Cheers
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higgins
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Re: Teaser #9: Bodily Carnage

Post by higgins »

Fatigue mostly a factor in our Warband rules as the troops get tired with sleepless nights, forced marches and so on, but they can easily be applied for the individual character as well... Such as the character being dehydrated, starved or otherwise drained, or in combat where one character is armored up in combat and their opponent is not.

Technically speaking, we handle fatigue as a "special wound" that grows worse over time and heals up with a good rest. As such, there's no real rules-bulk attached to it and it integrates with regular wounds quite easily.
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EinBein
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Re: Teaser #9: Bodily Carnage

Post by EinBein »

higgins wrote:... our next week's teaser ...
;)
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