Monday, January 21, 2013

Traveller Mod: Wounds

Too frequently in games, we see our own characters' life as a numerical statistic.  This runs true from video games to tabletop RPGs.  Despite magical full-body healing, or the ready availability of cybernetics and limb replacements, DMs are hesitant to do anything that makes players feel their characters are "crippled."  Yet this is one of the easiest steps to take to show the lethality of combat, while making players at least simulate damage taken.  Traveller's damage is taken from statistics, which is a good start -- but even then, it doesn't feel particularly real.  I want players to think before they get into combat, and consider whether or not a gunfight is particularly worth it.

While looking at the Interlock system of Cyberpunk 2020, it occurred to me that shredding limbs and describing the mortality of the otherwise lifeless sheets in front of players could be a good thing.  And why not?  Where Cyberpunk has readily available replacement limbs, Traveller certainly does as well.  So, I went about looking at a wounding system.  This also involves slight modification to the damage rules, so bear with me.
The current damage rules are simple: incoming damage is lopped off a statistic of the player's choice.  This effects rolls at a rate of 3 damage for a -1 penalty, give or take, depending on the player's current statistic total.  This of course means that players are encouraged to do "funny math" to make sure they take the fewest penalties possible by spreading damage across the 3 statistics that they have access to -- assuming they don't primarily run off of one stat to begin with.
I propose handling this differently, both to create actual body parts, and to eliminate the "funny math" that primarily defines incoming damage.  To begin with, we need 6 body parts: Right Leg, Left Leg, Right Arm, Left Arm, Torso, and Vitals.  Each of these body parts is assigned wound points evenly among Strength, Dexterity, and Endurance, with any remainder being added  to Torso.  These should ideally be assigned in blocks of 3s, to easily show the penalties a player currently has, but this isn't absolutely essential.
For my particular implementation, it is essential, as I'd like to minimize on-the-fly player math requirements, so I'm willing to do a little fudging with the wounding of players/NPCs to make combat roll a bit faster.  I'm alright with any total skewing a bit off.  That means that in my implementation, I want to have a total number of "hit points" that represents the rough amount of damage a player can take in the system while being split among body parts.  To do that, I need a number that is divisible by the number of body parts (6) and the amount of damage it takes to inflict a -1 (3) -- so a number divisible by 18.  Multiply that by 2, and you have 36, the number that the player would come to if all 3 stats were hovering at 12.  Not too shabby.  That's 12 Strength, 12 Dex, 12 Endurance.  Dividing that evenly among 6 body parts is problematic if you want it in threes -- and that's why I divide it differently.
A Deathequin
Each limb has 3 points of Strength and Dexterity assigned to it.  That leaves the 12 Endurance to divide between torso and head.  I assigned 3 to the head (due to its vital nature) and 9 to the torso.  Note that when a body part is damaged, it's crippled, not necessarily severed -- this is, of course, at the GM's discretion.  But here's a quick map.  Damage is taken from stats on a limb first, and then taken from the Endurance pool of the torso.  How do you determine the body part?  You can either roll 1d6 with random attacks, choose to aim at a specific limb for -2 to hit, or aim for the head, at the standard penalty (-5 I believe?).  Damage from attacks players attempt to parry/dodge/etc should come from limbs, starting with the closest first.  Should the head or torso reach 0, the character either becomes unconscious or should have to save vs unconsciousness.

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