Showing posts with label D6 Star Wars. Show all posts
Showing posts with label D6 Star Wars. Show all posts

Saturday, 26 September 2015

The Problem With Damage In RPGs

Role playing games feature many kinds of conflict but physical conflict is nearly always a big part of the game. With that comes the problem of tracking damage to Player Characters and its effects. I haven't written much about the system I'm developing here on the blog, but now that I'm ready to playtest the "3D System" that's going to change. Here's a look behind the curtain at my reasoning for how I dealt with the problem of damage in RPGs.

D&D and many of the games that came after it use the idea of: "Hit Points." A character or creature can take a certain amount of damage before it's mortally wounded and goes down/dies. Hit Points as an abstraction of a character's survivability causes some confusion since it's tied to weapon damage. The concept is more of an expression of script immunity and games like Neoclassical Geek Revival are more explicit about it by calling them luck points instead.



Hit Points as a concept are illustrated by the typical action hero movie. Action heroes take a tonne of punishment over the course of a typical film. They are banged up, bruised, cut and bleeding all over, but never seem to loose their effectiveness as bad-guy-killing machines. Sometimes a particular wound will have some kind of dramatic effect for a while, such as John McLean's feet cut up by the glass in Die Hard, or Jack Bauer's heart being stopped during torture in one of the 24s. Even these consequences for critical hits are not permanent, resulting only in a quick bit of first aid or an ill-timed, dramatic nap. As characters "level up" in an RPG of this type they gain more ability to stay in the story despite the negative impact of opposing forces. Basically, they are allowed to be heroic longer and have bigger adventures. It's only that last swordstroke that really gets through the character's defences that actually connects in a way that matters. The one that brings the characters down is the mortal blow that can put a character into coma or a fight for it's life.

The Fifth Edition of D&D embraces this model by allowing characters to recover some Hit Points merely by taking a break to rest and recover and get them all back with a good night's sleep. Barbarians of Lemuria is similar, allowing the recovery of half of what is lost in a combat merely by taking a break to have a drink and rest. If Hit Points are just a matter of staying power and not actual serious wounds, they should be easy to recover.



My favourite part of 5e D&D is the fight for survival after losing all Hit Points. Rolling saves to either stabilize in unconsciousness or die without help show how deadly that last hit was. Old D&D countered the massive hit points with some things like poison and magical effects like a Medusa's stare coming down to a single roll to avoid death. Fail that saving throw and the character is dead, no matter how many Hit Points they had. Even the greatest hero could be killed by a serious threat. A poison dart was all it took to kill Achilles after all.

Playing big damn heroes is fun, so this abstraction works pretty well for a lot of games but some of the genre fiction that these games are based on takes a grittier approach. The idea that you could take a beating and still be as effective as you if were fresh also requires more suspension of disbelief than some people want in their fiction or games.

Some games stick with the hit point approach and limit them to keep things tense. Games like Talislanta and Barbarians of Lemuria have hit point values for characters that allow the character to handle a few hits, but there is no expectation they will ever be tougher than that. Traveller, which I talked about in a recent post, uses a random physical stat as a stand in for hit points. These values are pretty low compared to the damage that can be done so combat is over quickly, usually going to whoever surprises their opponents. It also makes combat in Traveller a deadly prospect that players will want to plan with care. In these cases every combat has the potential to be the last one but there's no expiration of the characters like you get with the hit point model.

At least as characters run low on hit points the players become more wary and don't want to commit to a fight they might lose. Even the highest level characters are slowly run down by a succession of combats. This change is a way of mechanically expressing the exhaustion caused by life-or-death struggle and the change in play to a slower, more careful pace is representative of the effects of exhaustion without having a direct mechanic for endurance. It's also why the Constitution stat in D&D is used to modify hit points. The healthier you are the more staying power you have for fights, adventures and shenanigans.

(One of Frank Frazetta's many paintings of Conan)

Hit locations are sometimes used to create effects from damage beyond coma/death so characters could lose the use of an arm or leg and have penalties to actions instead. I find that annoying to track for NPCs and it gets even more silly than hit points when the luck of the dice spreads the damage of lighter hits across all the locations for no effect. This one has always felt fiddly to me and never worth the effort to track.

Hit points are a nice simple solution to express a complex situation. Even when people don't understand how much is going on it still works as a game mechanic. As much as I like it in D&D and other games, I don't want to use it for the one I'm designing. Because my game embraces the pulp feel where heroes are worn down but still succeed, I decided to make damage an increasing penalty rather than a ticking clock.

Part of the inspiration came from reading Robert E. Howard's Phoenix on the Sword [Spoilers! this paragraph only] in which an older Conan is set upon by a group of assassins.  Because he's Conan, they can't get around his defences to land a definitive killing blow, but they do wound him making it impossible for him to do much more than defend himself. As the minor hits and cuts pile up he slows down and becomes more vulnerable. It is an awesome fight with great tension! It would be so much fun to play that way! As damage makes the fight more desperate players get creative to end it quickly. When that happens it's more fun for me whether I'm playing or running.

The old D6 System from West End Games had a wound track with increasing penalties. This method worked great for the cinematic action they were going for with games like the original Star Wars RPG.  There are other games that use wound tracks and some of them integrate them into the game exceptionally well. Mouseguard is a great example. I have a lot of love for D6 Star Wars though, and the more I think of it, the more I realise it may be game that gave me the subconscious push in that direction when I was deciding on the damage system for the 3D System. The pace of the game and the pulp-cinema swing of the action are things I love in a game. I've said it before, D6 Star Wars only needs little tweaking to be a sweet sword and sorcery game itself. Based on the pedigree of the wound track, I'm confident it will fit the feel of the play I want at my table.

My take on the wound track is pretty simple. Humans and their equivalents have two boxes in their tracks that correspond to Wounded and Down similar to the Wounded and Incapacitated statuses in D6 Star Wars. In the 3D System each box ticked means another -3 penalty so that Down character is rolling -6 to do anything and is more likely to push too hard and wind up dead than succeed. Other creatures will have different tracks but this model is the character kind of resilience.

The wound track is not enough though. It still doesn't catch the flavour of the fight in The Phoenix on the Sword or the other pulp fiction I'd like my games to feel like. That's why I added minor hits. These light wounds are the flesh wounds and bruising that can be shaken off or ignored with a little rest and quick medical treatment. These cumulative -1 penalties can build up in a fight and make it hard to continue a fight without ever threatening the actual life of the character. First blood is a serious advantage.'

"It is but a scratch"

The difference between wounds and minor hits is the size of the penalty (-3 vs -1) and speed in which they are recovered. A proper wound will take time to heal whereas a minor hit can be recovered from with a roll after some rest and possible medical treatment. Rolling to recover means some of these light wounds will persist in hampering the character's ability. The timeline is tight, and it means the characters can continue on, but fate will catch up with them eventually if they push things too far. This system blends the grittiness of low hit points and would tracks with the limited endurance of the hit point system.

From what testing I've done in scenarios for my #3DSytem, it looks like will work. We'll see how it plays soon enough. There's no perfect solution to RPG damage, but I'm hoping this one works out for my gaming style.

UPDATE/NOTE: In playtest the wound track created a situation one of my players dubbed the "death spiral" where the advantage gained by one side or another allowed them to push the loser into ineffectiveness quickly. That turned combat into a situation where the two sides fought for the upper hand and once it was secured surrenders started. In one case a character that was wounded stepped away from the combat and tried to help in some other way because they were too wounded to continue.

I enjoyed the moment to moment consequence and the way it changed the flow of the game from the abstract hit point style combat. I've rarely seen surrenders happen in D&D because the bad guys might be only one HP from defeat. No one wants to give up. Because the flow of the fight is obvious to everyone involved, the fight to the death is becoming less likely in the 3D System.

Friday, 10 October 2014

Retro-Speculative: D6 Star Wars, What Is It Good For?

West End Games' D6 Star Wars is by far my favourite version of the game. It did exactly what it said on the tin. It gave our group a cinematic gaming experience in the Star Wars universe. Granted, the first game was a lot of roleplaying into situations where we could use quotes from the movies, but after that we had some grand adventures as part of the Rebellion.



A couple of things have pulled me back to my shelf to have a look at my well-worn Star Wars RPG books. I've seen the WEG D6 System attached to a few projects for RPGs based on different intellectual properties lately. I wondered at the choice of this open system instead of the others out there? And why not design a new system? All these questions had me itching to take these down and read through them again, but there's only so much time in the day. Then I saw the pilot for the new Rebels animated series and started wondering how the game holds up and if it might be worth running some old Star Wars?


I think the last time I played Star Wars was in the late 1990s. Reading through it now is extraordinary! Not only does the game hold up for Star Wars, but it just might be the best Sword and Sorcery RPG ever written.


The game is beautiful in its simplicity. The majority of the rules are in the first 24 pages! The pulpy action this RPG emulates is the same pulpy action George Lucas was copying from the wild adventures of speculative fiction from the early 20th Century. With these things in mind it should hardly be a surprise that there is so little adjustment needed to bring the game full circle and use it to run a Sword and Sorcery game.

I'm a different person now than I was when I first encountered this game. It didn't occur to me back then that you could reskin a "sci-fi" game for another genre. I hadn't read the same breadth of material in the Sword and Sorcery genre that I have now either. This time I had all that and a pile of extra RPG hacking experience riding my shoulder and whispering in my ear while I turned the pages.

For those of you unfamiliar with the game, character creation uses templates of different character archetypes. It works because it takes a player minutes to customize the template to fit their own preferences for play but still gives a wide variety of choice with the 30 odd templates in the core rules. Each template comes with a description. You get basic equipment and starting money. There's also a typical background, personality, a quote to show the flavour and a possible connection to the other players. Any of these can be changed, but they are a great starting point. After that the player only needs to pick name, write a physical description and assign seven dice to the skills.




The templates are where the majority of the work of conversion is going to come from but it's a fast way to deliver setting information without cramming it down the players' throats. Players are not going to read your world setting document but they will definitely read the descriptions of all the character classes (at least until they find one they like).

The skills need to change.

It's fairly easy to switch out the sci-fi references like "blasters" and "planetary systems" to something more appropriate like "bows" and "lands and kingdoms." The technical skill under Knowledge could be swapped out for Arcana or Magic.

The Mechanical section can keep its name and just change to things like navigation, charioteering, catapults, handling small watercraft, sailing ships, etc. Beast riding can stay though.

The Technical section has to go. It could be renamed Arcana and could include things like rituals, ancient technology, magical creatures, the old ones, wards and sigils, etc. Medicine could stay in this section since effective medicine relies on knowledge typically gained from cutting up cadavers. Something which is often frowned on.

That leaves the Force.

Things like Force Points can easily be reskinned as Fate Points. Heroes are often fated for great deeds so it fits the sword and sorcery genre. The Dark Side works well with S&S too. When a character commits some heinous act of evil, dark forces take notice. This interest is represented by the Dark Fate Points. Instead of rolling to lose the character because it turns, you could roll for a dark gift and have a table of hideous mutations. As soon as the character mutates the Dark Fate Points are set back to zero as the nameless extradimensional entity or ancient intelligence moves on to other pursuits. The sorcerers would be able to make use of the Dark Fate Points when casting just like Jedi do, but the fluctuation and the stream of mutations would make evil sorcerers unpredictable and grotesque.

Magic can pretty much stay as it is. The force powers Control, Sense and Alter are wonderful, low-magic ways to express magical ability. Call them magical disciplines and you are good to go. The list of force powers in the book make a fine starting point for common spells. You could also have powerful summoning rituals for terrible creatures and spirits with all sorts of requirements as part of the magic system that would make great seeds for adventures.

It's starting to come together, but we have all these space-opera templates. A Pirate is a Pirate in any genre but it might be harder for the others. Let's take a look at the first three: Alien Student of the Force, Arrogant Noble and Armchair Historian.


The Arrogant Noble is another easy one. There are arrogant nobles everywhere and it looks like the skills can all stay where they are. No problem. The Alien Student of the Force could be a Mysterious Foreign Sorcerer. I would probably drop the Strength down to 2D and bump "Arcana" up to 3D as well. The Armchair Historian presents something of a problem since it doesn't fit the new genre. Looking at the stats though we could easily reskin this one as an Indiana-Jones-style Relic Hunter.



The text on the back would need to change to match the setting. The short list of equipment fits Sword and Sorcery well but it would need to be altered to work in the setting (no blasters for you!). The credits could just be removed or turned into coins after a couple of zeros are knocked of the total. The backstory for the Arrogant Noble fits multiple genres. There's not much work to do here. The Alien Student of the Force needs a major rewrite but the focus of the character is still to seek magical knowledge in a place far from home. That is likely going to take the background text in a similar direction. The Armchair Historian is a total rewrite, but since we are using a well known character as a reference for our tomb-robbing Relic Hunter the text should come easy. Just think, "What would Indy do?"

I'm liking this reskin better than my other options for sword and sorcery. It's more simple than ZeFRS(TSR Conan) and more robust than Barbarians of Lemuria. As much as I love the other options I may dig into this sometime over the next few months.

Maybe I'll return to this one with some developed templates and that random table of mutations.