VDonnut Valley

Untested System for Being Hurt

Word of Something

I'm at it again. But this time I have explanation - I want to start campaign in Traveller. But kill me if I have to refer to Xd6+Y damage of each weapon, adjucate it for other effects and then subtract it from stats and then refer to how stats are modified after. Kill me again.

So I thought of simplifying the system and playtesting it in fantasy version of DonTraveller called Sword of Don (call me uninspired and I will wholeheartedly agree). Just as I hate ability scores in classic OSR systems I hate them in Travellers. I know it's a tradition but there are traditions I cannot stand. So first we slash scores. The only thing you get is a modifier. From -2 to +2. Cool and clean.

Then I slash some of the attributes. Endurance is shit because it's only HP. You can tell me otherwise and it won't matter. We merge it with Strength to create Brawn and finally have solid contender like Agility. You won't tell me Strength was mostly dump stat and Endurance was taken for HP. Then I throw out Intellect because I hate it. It's against my judgement to measure characters intelligence when a living player intelligence is next to me by the table. Then I keep Education, which for premodern adventure setting will be called Wisdom. Oh no, but what about all the intelligence-based tests of competence? Well, let's call it Finesse, it would encompass precision, accuracy, manual stuff, so it doesn't get all to Agility to avoid DnD problems.

We have these four stats. What about Soc? Goes out too, I have this idea that Reaction Roll result is a 'charisma' modifier for your contacts with that group so no character hogs all social interactions because it's boring. Four main stats. Plus Luck maybe.

What about the damage then?

Hear me out (watch? look? "observe me out"?). Each stat goes from -1 to +2. No -2. -2 is when you get it hurt. So when you fight and someone strikes you there is principle of active defense, so you test your dodge (Agility), camouflage/positioning (Wisdom), or blocking/parrying (Brawn) if you have shield or sword. If you fail you decide what to do from few options. For clarity purposes let's talk strictly physical combat. Options:

Defeated table goes like this - roll d6 and consult:

1-2 you are stunned for a round.

3-4 you are stunned for a round AND mark Wound.

5-6 you are stunned for a round, mark Wound and get Unstable (so you need immediate attention or you die).

7+ you die. Tell how cool it looks.

Obviously you cannot roll 7 or more on a d6. And this is because I'm tinkering with weapon and armour ratings and damage severity which would add modifiers to the roll.

How's theory?

Well, it is quick and deadly. As long as you roll your defenses well everything is gonna be okay. Which is not a given in 2d6 system. Each successful enemy hit is terrible because you get to choose - would I rather attack or defend with huge penalty (-2 INSTEAD of regular modifier, might not be that bad for characters with -1 regular stat) or take lasting wound and do everything with -1. Maim doesn't stack penalty with Wound to make it more enticing - become this knee-shot veteran, you're already wounded and you might end this enemy in next round, right?

Defeated table can be this last call - you got out only stunned? Run away, next time you might be worse. And if you're wounded already be prepared to get maimed. Combat is brutal. Which is why I think armour would be really important.

#SwordOfDon #mechanics