Quote:
Originally Posted by Anthony
Less cumulative effect. In GURPS, if one hit has a meaningful chance to kill, three hits is an automatic kill. To some degree this could be covered by variance in lethality.
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This is something I've toyed with, but not to the point of serious playtesting. What it takes is a system where each injury is its own "wound", with a severity based on the damage inflicted. The consequences of injury are based on the worst wound received, rather than an accumulation of damage (though blood loss and shock should still have cumulative effects). L.W. Camp has an
interesting houserule along these lines on his GURPS page.