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Old 02-26-2019, 11:04 AM   #1
RyanW
 
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Join Date: Sep 2004
Location: Southeast NC
Default Conditional Injury (Pyramid #120) thoughts

I was looking at this and thinking about completely revamping the damage system using it.
  1. You never roll damage. Instead, attacks (and ST) have a Wound Potential. On a successful attack, roll 1d. On a 1-2, subtract 1 from Wound Potential. On a 5-6, add 1 to Wound Potential. (Or use a Fudge/Fate die, if you prefer).
  2. DR is replaced by Protection. This is the (adjusted) Wound Potential that can be completely stopped.
  3. When Wound Potential exceeds Protection by three or less, the Wound Potential is reduced:
    • Exceeded by 1: Reduce by three.
    • Exceeded by 2: Reduce by two.
    • Exceeded by 3: Reduce by one.
    • Exceeded by 4+: Not reduced.
    • Where multiple sources of Protection apply, apply the reduction for each in turn and check the remaining against the next source of Protection (you might find this rule cumbersome in games where layered armor is common).
  4. Apply the rules from Conditional Injury normally starting at Injury and Severity.
If you favor protection over damage, you could reduce Wound Potential by 1 if it exceeds by 3 or 4 instead of just 3. It could round either way.

(Also, did you know the forum allows nested lists? I didn't, but I thought I'd give it a try).
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