One of the many aspects of gaming I have run into is the propensity to turn combat into statistics. I love new players because they attempt to visualize combat in actions and not bonuses or penalties. I often see new players stand and enact what they envision their character doing, where more experienced players a willing to let the die roll speak for their succes.

To this end, I am leaning towards a damage system with levels. This adds at least a little flavor to damage when a character rolls. I based the levels from wound levels used in hospitals. I made some revisions so that all the levels start with a different letter (for speed and brevity in the game). The levels I have thus far are:

  • Light Wound
  • Moderate Wound
  • Excessive Wound
  • Serious Wound
  • Crippling Wound
  • Fatal Wound
The damage right now is based on a Fibinacci system, much like the entire game is. The more successes you get, the amount of damage goes up dramatically. I hope I can make the system exciting, without making it unbalanced. but only play-testing will tell.

 

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