Making combat less lethal.
What if knockdown (8+damage) and the DX -2 penalty (5+ damage) applied even if stopped by armor?
A corollary to this could be that half the damage or all of the damage stopped by armor become fatigue hits? Maybe this should apply just to NPCs to increase the survivability of PCs? |
Re: Making combat less lethal.
Between healing potions and Physickering, getting knocked down to adjST in the negative single digits is just a time out.
This then becomes an interesting technical challenge to the players to win with one down. |
Re: Making combat less lethal.
Is less-lethal combat desirable? From my perspective, TFT’s lethality is a feature, not a bug.
A RAW approach to increasing combat survivability is to have losing-but-surviving be a more viable possible outcome. Characters who are badly wounded but still able to fight might want to throw down their weapons if they want to survive. But, if you really want to reduce lethality with house rules, I’d look at a wider buffer zone of unconsciousness—say from 0ST to -5ST. |
Re: Making combat less lethal.
This makes it easier for PCs to go through a large number of opponents in a cinematic manner and not necessarily having to kill everyone in the process.
|
Re: Making combat less lethal.
|
Re: Making combat less lethal.
I find many reasons to prefer a wide buffer zone between death and unconsciousness, primarily to broaden the chances for role-playing. (It can be a more intersting story to be taken prisoner rather than simply killed.) While the lethality of TFT is critical to its character, making it easier to incapacitate both NPCs and PCs doesn't really have to compromise that. For example, a prisoner can always be killed later. You can usually finish off an unconscious adversary, and if you can't then there's usually an interesting reason for that.
While I've worked out how to do that for another system, it easily translates into what could be house rules for TFT. (1) There are two kinds of hits, labeled Lethal and Non-lethal, and they need to be tallied separately. Sharp and pointy weapon damage obviously counts as Lethal hits. Fatigue, blunt damage, and bare-handed damage count as Non-lethal hits. They'd each still recover naturally at the rates for regular injury and fatigue set in TFT: Lethal hits 1 per 2 days and Non-lethal hits 1 per 15 minutes. (2) Death only occurs when Lethal hits equals or exceeds ST -- Non-lethal hits never count towards death. (3) But Unconsciousness occurs whenever the total of Lethal and Non-lethal hits equals or exceeds ST. Under these rules, death can never occur due to Non-lethal hits alone. A ST 10 figure with 12 Non-lethal hits and 9 Lethal hits is still alive, but unconscious. If left alone, they'll regain consciousness in 3 hours when the Non-lethal hits wear off but they'll still have the 9 Lethal hits and be close to death until healing occurs by any of the usual means -- they could wake up on a now quiet battlefield wondering which side won. If the same figure had the same 12 Non-lethal hits but zero Lethal hits, they'd regain consciousness in only 45 minutes because their total net ST at that point would then be back to 9. |
Re: Making combat less lethal.
Quote:
Quote:
|
Re: Making combat less lethal.
We've already got our golden hour of dying. Does this need to be longer?
Whataboutism a talent that helps with some sort of immediate recovery roll? |
Re: Making combat less lethal.
Quote:
|
Re: Making combat less lethal.
Quote:
Candidate rule: 15 minutes after losing consciousness the character gets 1d6 wounds back, which will raise her ST to a maximum of 1. |
| All times are GMT -6. The time now is 07:06 AM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.