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Old 05-27-2022, 12:33 PM   #1
naloth
 
Join Date: Sep 2004
Default LogHP Idea

This is an alternative to the normal damage system. The goal was to create a system that works well, is easy to use, and handles multiple hits in a more sensible fashion. Multiple small hits have quickly diminishing returns. It's difficult or impossible to do the "death by a thousand cuts" with this system. Massive trauma exceeding your HP will quickly result in unconsciousness or death.

LogHP System
Intro
- You will keep a running total of the amount of damage you've taken. Functionally this is the same as subtracting HP, but I find that it's easier for players to count (adding to a damage total) than subtracting from HP. It's also handy for a GM helping new players as the GM can "hand out" damage as it's taken. A fully healed character has 0 damage. Poker chips work well, but writing it down works equally as well. Shock, crippling, healing, and major wounds work the same. The only change is how damage stacks on top of other damage you've taken.

Damage Accumulation System
- If you don't have a current damage total (have not taken any damage), any new damage becomes the damage total.

- If you take less than 4 damage and your damage total is less than 4, add the totals and set that to your damage total. Otherwise, compare the damage you've just taken to your current damage total. If the amounts are equal add +3 to the higher value and set that to your new damage total. If the amounts are within 1-2, add +2 to the higher damage total and set that to your new damage total. If the difference is 3-5, add +1 then set that to your new damage total. If the difference is greater than 5, the higher value becomes your new damage total with no adjustment (+0).

The progression works out to be like this where you match up the columns using one side as the damage taken and other as your current damage total.

Damage Effects
- If at the beginning of any turn your damage total exceeds your HP total, you need to make a HT roll to do anything. Failure means you "Do Nothing" instead.

- Any time you take damage exceeding your HP total, you need to make an immediate HT roll at a penalty equal the amount of damage over your HP total. Failure results unconsciousness. Failure by 5 or more means you're dying (Mortal Wound B423). Any failure that is critical or fails by 10 or more results in automatic death.

Example
Bill and Bob get into a fight. Bill punches Bob for 4 damage, so Bob now has a damage total of 4. Bill punches Bob again for 3 damage. That's 1 lower, so Bob keeps the 4, but adds +2 for being within 1 or 2 for a new total of 6. Bill punches Bob again, rolling another 3, but this time it's 3 lower so it adds +1 for a total of 7. Bob decides that punching isn't getting it done, so he grabs a bat and clobbers Bill for 9 damage. Since 9 is greater than 7, that becomes the new total, then +2 is added since 7 is within 2 of 9, for a total of 11. Bill only had HP10, so he's 1 over his HP. Bill makes a HT-1 (-1 for 1 point over) check upon taking that last hit. If Bill doesn't pass he's going to be unconscious, mortally wounded, or potentially dead.

Bob heals up and take a gun to Bill. He shoots him with a pistol first for 13 damage. Bob who also only had HP10, but hadn't been injured prior is now 3 over his HP. Bill needs to pass a HT-3 check immediately and failure more 5 or more will have the dire consequences above.

Notes: Repetitive injury is less serious (no death by a thousand cuts) but strong hits tend to be much more serious. Injury totals are much lower (most characters will never survive HPx2 damage), so healing tends to be faster and healing effects tend to be much more powerful. Two fighters can punch each other for a lot longer, but lethal weapons tend to end fights much faster. This system also avoids the side effect of high HT where recovery is more of an issue than the actual injury (since they can safely pass HT checks even down many -HP multiples). HT keeps helping whatever HT you have since it's based on penalty rolls. HT20 won't keep you conscious and active until you hit an arbitrary point where you drop dead.

In my brief playtesting, it was quick and easy to use. Players caught on quickly and though it produced good dramatic results that mirrored how they expected guns, swords, and punches to work. Fistfights were suitably non-lethal where fighters ended up mostly at the "Do Nothing" bloody stage. Swords and guns were suitably dangerous.

Last edited by naloth; 06-28-2022 at 09:58 AM.
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