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Don't like record keeping? Tired of "hit points"? Try this...

I absolutely hate record keeping when I'm gaming. I keep track of ammo (or make my players do it), but I don't like it.

I like the idea behind the Weakened Blow rule in CT, but I'm not about to keep track of how many rounds a character took regular combat swings, and how many times he took the WB penalty early in order to save his combat blows for later in the fight. (So, I made another rule that addresses Weakened Blows that doesn't require me to count!)

Hit points? Same thing. I do not like having to record wounds, up and down, as a firefight rages on.

I still require wounds to reduce physical stats in the Classic Traveller method (see the Updated Classic Traveller Combat Sequence HERE.), partly because I've always admired how CT reduces a character's ability by actually reducing his stats with wounds.

But, I've thought recently on a new method applying damage to Classic Traveller characters--one that doesn't require bookkeeping.

Are you tired of recording keeping?

Do you hate juggling "hit points"?

Well, take a look at this...





(These are the BROAD STROKES. You'll have to refine the idea to suite your gaming tastes. The basic idea is here, and it lends itself well to fine tuning.)




DAMAGE THRESHOLD

Each character is given a Damage Threshold. The DT is a number--the average of the character's three physical stats. A character with STR-8, DEX-6, END-7 would have a DT = 7.

(Note: The DT can be fine tuned to your tastes. Maybe a random physical stat is used for the DT, rolled each time the charcter is wounded, in effect giving the character three DT's.)




WHEN A CHARACTER IS DAMAGED...

When a character is hit in combat, normal damage dice are rolled against the character's Damage Threshold.

DR < or = DT? The character is stunned for 1 round, but able to act normally the next.

DR > DT? The character is superficially wounded and may be knocked unconscious. Roll greater than damage on 2D to see if character is stunned/unconscious. If stunned/unconscious, the character stays that way for a number of round equal to the number the check missed by.

DR > or = twice DT? The charcter wounded. He's been shot. Stabbed. Broken a bone. Etc.

DR > or = thrice DT? The character is dead.









NOTES

See how this works? There's no record keeping. If a character is wounded, then a roll vs. the character's DT is made. The result of the roll determines how bad the wound is. The higher the character's stats, the better that character is at withstanding damage. The more damage dice a weapon has, the more likely it is that the weapon will do some serious damage on the character.

GMs can arrange the damage effects to suit their tastes.

In strick Classic Traveller terms...
To strictly mimic Classic Traveller damage terms, DR less than DT would be the same as a wound that didn't bring any physical stat to zero. DR equal to DT would be unconsciousness. DR equal to or greater than twice DT would be the same as a wound that brought two physial stats to zero. And, DR equal to or surpassing three times DT would mean character death (all three physcial stats at zero).

One way a GM might want to determine the character's DT would be to reason that a character's END is more important than STR or DEX in withstanding wounds and persevering through pain. This GM might say that a character's DT is equal to (DEX + STR + END + END) / 4. That way, END has twice as much weight in the DT as DEX or STR.

On the other hand, a GM who likes to roll a lot of dice might randomly roll one of the physical stats to stand as the DT each time the character is hit. Sometimes unmodified STR stands as the DT. Sometimes the random roll indicates that the value of DEX is the DT...etc.

Also, a GM could put in blanket wound penalties (since we are no longer keeping track of the physical stats moving up and down). This GM could say: Each wound that is not thrown above the character's DT requires a -1 for that character on all tasks he performs for the remainder of the fight, cumulative. Wounds that are equal to or higher than DT inflict a -2 penalty, cumulative. Wounds that are equal to or higher than twice DT incapacitates the character (because he's been shot or deeply stabbed or some other bad wound).

The damage effects are up to the GM.
 
I absolutely hate record keeping when I'm gaming. I keep track of ammo (or make my players do it), but I don't like it.

I like the idea behind the Weakened Blow rule in CT, but I'm not about to keep track of how many rounds a character took regular combat swings, and how many times he took the WB penalty early in order to save his combat blows for later in the fight. (So, I made another rule that addresses Weakened Blows that doesn't require me to count!)

Hit points? Same thing. I do not like having to record wounds, up and down, as a firefight rages on.

I still require wounds to reduce physical stats in the Classic Traveller method (see the Updated Classic Traveller Combat Sequence HERE.), partly because I've always admired how CT reduces a character's ability by actually reducing his stats with wounds.

But, I've thought recently on a new method applying damage to Classic Traveller characters--one that doesn't require bookkeeping.

Are you tired of recording keeping?

Do you hate juggling "hit points"?

Well, take a look at this...





(These are the BROAD STROKES. You'll have to refine the idea to suite your gaming tastes. The basic idea is here, and it lends itself well to fine tuning.)




DAMAGE THRESHOLD

Each character is given a Damage Threshold. The DT is a number--the average of the character's three physical stats. A character with STR-8, DEX-6, END-7 would have a DT = 7.

(Note: The DT can be fine tuned to your tastes. Maybe a random physical stat is used for the DT, rolled each time the charcter is wounded, in effect giving the character three DT's.)




WHEN A CHARACTER IS DAMAGED...

When a character is hit in combat, normal damage dice are rolled against the character's Damage Threshold.

DR < or = DT? The character is stunned for 1 round, but able to act normally the next.

DR > DT? The character is superficially wounded and may be knocked unconscious. Roll greater than damage on 2D to see if character is stunned/unconscious. If stunned/unconscious, the character stays that way for a number of round equal to the number the check missed by.

DR > or = twice DT? The charcter wounded. He's been shot. Stabbed. Broken a bone. Etc.

DR > or = thrice DT? The character is dead.









NOTES

See how this works? There's no record keeping. If a character is wounded, then a roll vs. the character's DT is made. The result of the roll determines how bad the wound is. The higher the character's stats, the better that character is at withstanding damage. The more damage dice a weapon has, the more likely it is that the weapon will do some serious damage on the character.

GMs can arrange the damage effects to suit their tastes.

In strick Classic Traveller terms...
To strictly mimic Classic Traveller damage terms, DR less than DT would be the same as a wound that didn't bring any physical stat to zero. DR equal to DT would be unconsciousness. DR equal to or greater than twice DT would be the same as a wound that brought two physial stats to zero. And, DR equal to or surpassing three times DT would mean character death (all three physcial stats at zero).

One way a GM might want to determine the character's DT would be to reason that a character's END is more important than STR or DEX in withstanding wounds and persevering through pain. This GM might say that a character's DT is equal to (DEX + STR + END + END) / 4. That way, END has twice as much weight in the DT as DEX or STR.

On the other hand, a GM who likes to roll a lot of dice might randomly roll one of the physical stats to stand as the DT each time the character is hit. Sometimes unmodified STR stands as the DT. Sometimes the random roll indicates that the value of DEX is the DT...etc.

Also, a GM could put in blanket wound penalties (since we are no longer keeping track of the physical stats moving up and down). This GM could say: Each wound that is not thrown above the character's DT requires a -1 for that character on all tasks he performs for the remainder of the fight, cumulative. Wounds that are equal to or higher than DT inflict a -2 penalty, cumulative. Wounds that are equal to or higher than twice DT incapacitates the character (because he's been shot or deeply stabbed or some other bad wound).

The damage effects are up to the GM.
 
Sounds very similar to the wound system used by Dream Pod 9 in their Silhouette/Silcore game engine. Except IIRC that divides it into Scratches, Light Wounds, Heavy Wounds, and Overkill.
 
Sounds very similar to the wound system used by Dream Pod 9 in their Silhouette/Silcore game engine. Except IIRC that divides it into Scratches, Light Wounds, Heavy Wounds, and Overkill.
 
Let's look at an example.

Merchant Captain Alexander Jamison
779C99

This character's Damage Threshold is: 7 + 7 + 9 / 3 = 8.




Alexander is on a low tech world, brewing it up with the locals, when one of them gets bent out of shape, pulls a revolver, and fires at Alexander, hitting him.

The revolver does 3D damage.

The damage roll is made: 3, 6, 2 = 11.

11 is greater than Alexander's DT 8, so the GM states that Alexander was winged by the bullet. He wasn't hurt badly, but he is bleeding a little bit. Alexander can continue normally, except that the GM is placing a -2DM penalty on all of Alexander's tasks until a medic is able to take care of the wound.

Also, since the character's DT was exceeded, the GM asks that Alex make a 2D roll for the amount of damage or greater. If he fails, Alex is stunned from the shot. But, Alex rolls and makes the check.

Alexander runs for the door, as he is weaponless. The GM gives him a roll to see if he makes it before this enemy can fire again. The -2 penalty from above is used, and Alex fails his roll.

The drunk local fires his pistol again at Alexander, resulting in another hit!

3D damage is: 1, 4, 1

6 is less than Alexander's DT 8, so the GM says that the bullet landed very close to Alexander, showering splinters of wood next to him as it bit into a nearby table. But Alexander is unphased. The GM will apply another -1 penalty to Alexander's task for the remainder of the combat (for a total of -3), but no real damage has come to Alexander from this second shot except for his wits being shaken.

On his next turn, Alexander has made it out the door, and the combat has ended.




What I wanted to do here is just show you how I'm thinking about the DT. It's a simple number, derived from a character's stats. And, this number is a "target" for enemies when they roll damage.

That's it. It's that simple.

How well the damage roll is against the DT determines the extent of the wound.

GMs can determine wound penalties as they see fit for their games.

Of the top of my head, this should work well...

DR less than DT: -1 penalty until fight is over.

DR equal to or greater than DT: -2 penalty until medical aid received. Defender must roll total damage or higher or be stunned/unconsicous for a number of round equal to the number the check missed.

DR equal to or greater than twice DT: Character incapacitated with a serious wound (shot, broken bone, deep stab, internal injury, etc).

DR equal to or greater than thrice DT: Character dead.




Why use the DAMAGE THRESHOLD rule?

Quick, easy play. Roll-n-go. Keep the action, and drama, of your game alive.

But, most of all: NO BOOKKEEPING!
 
Let's look at an example.

Merchant Captain Alexander Jamison
779C99

This character's Damage Threshold is: 7 + 7 + 9 / 3 = 8.




Alexander is on a low tech world, brewing it up with the locals, when one of them gets bent out of shape, pulls a revolver, and fires at Alexander, hitting him.

The revolver does 3D damage.

The damage roll is made: 3, 6, 2 = 11.

11 is greater than Alexander's DT 8, so the GM states that Alexander was winged by the bullet. He wasn't hurt badly, but he is bleeding a little bit. Alexander can continue normally, except that the GM is placing a -2DM penalty on all of Alexander's tasks until a medic is able to take care of the wound.

Also, since the character's DT was exceeded, the GM asks that Alex make a 2D roll for the amount of damage or greater. If he fails, Alex is stunned from the shot. But, Alex rolls and makes the check.

Alexander runs for the door, as he is weaponless. The GM gives him a roll to see if he makes it before this enemy can fire again. The -2 penalty from above is used, and Alex fails his roll.

The drunk local fires his pistol again at Alexander, resulting in another hit!

3D damage is: 1, 4, 1

6 is less than Alexander's DT 8, so the GM says that the bullet landed very close to Alexander, showering splinters of wood next to him as it bit into a nearby table. But Alexander is unphased. The GM will apply another -1 penalty to Alexander's task for the remainder of the combat (for a total of -3), but no real damage has come to Alexander from this second shot except for his wits being shaken.

On his next turn, Alexander has made it out the door, and the combat has ended.




What I wanted to do here is just show you how I'm thinking about the DT. It's a simple number, derived from a character's stats. And, this number is a "target" for enemies when they roll damage.

That's it. It's that simple.

How well the damage roll is against the DT determines the extent of the wound.

GMs can determine wound penalties as they see fit for their games.

Of the top of my head, this should work well...

DR less than DT: -1 penalty until fight is over.

DR equal to or greater than DT: -2 penalty until medical aid received. Defender must roll total damage or higher or be stunned/unconsicous for a number of round equal to the number the check missed.

DR equal to or greater than twice DT: Character incapacitated with a serious wound (shot, broken bone, deep stab, internal injury, etc).

DR equal to or greater than thrice DT: Character dead.




Why use the DAMAGE THRESHOLD rule?

Quick, easy play. Roll-n-go. Keep the action, and drama, of your game alive.

But, most of all: NO BOOKKEEPING!
 
Originally posted by Malenfant:
Sounds very similar to the wound system used by Dream Pod 9 in their Silhouette/Silcore game engine. Except IIRC that divides it into Scratches, Light Wounds, Heavy Wounds, and Overkill.
I've heard people mention that game before, but I've never seen it.
 
Originally posted by Malenfant:
Sounds very similar to the wound system used by Dream Pod 9 in their Silhouette/Silcore game engine. Except IIRC that divides it into Scratches, Light Wounds, Heavy Wounds, and Overkill.
I've heard people mention that game before, but I've never seen it.
 
You should take a look at it, it's a rather good system. Personally I prefer the older Silhouette system (which you can find tucked away in the old Heavy Gear 2nd Edition, or the original White Book Jovian Chronicles). The SilCore book available now took that and "refined" it, but added some really stupid rules like Complexity which just don't work at all.
 
You should take a look at it, it's a rather good system. Personally I prefer the older Silhouette system (which you can find tucked away in the old Heavy Gear 2nd Edition, or the original White Book Jovian Chronicles). The SilCore book available now took that and "refined" it, but added some really stupid rules like Complexity which just don't work at all.
 
You could just use Striker damage:

Roll 2d6+Damage-Armor (could be replaced by a Toughness statistic)
12+: dead
7-11: seriously wounded
3-6: lightly wounded
2-: uninjured.

Incidentally, your rules make unconsciousness unrealistically probable. For game purposes that's probably a good thing, but realistically there's a fair chance of taking a mortal wound and keeping going on for some time before falling over dead.
 
You could just use Striker damage:

Roll 2d6+Damage-Armor (could be replaced by a Toughness statistic)
12+: dead
7-11: seriously wounded
3-6: lightly wounded
2-: uninjured.

Incidentally, your rules make unconsciousness unrealistically probable. For game purposes that's probably a good thing, but realistically there's a fair chance of taking a mortal wound and keeping going on for some time before falling over dead.
 
Originally posted by Anthony:
You could just use Striker damage:

Roll 2d6+Damage-Armor (could be replaced by a Toughness statistic)
12+: dead
7-11: seriously wounded
3-6: lightly wounded
2-: uninjured.

Striker doesn't consider the character (which is fine when you're talking about a squad of troops).

But, when you're running a single character, don't you think your character with STR-A, DEX-9, END-B should be more equipped to persevere through pain and injury than the weakling crewmember with STR-5, DEX-7, END-6?

Under Striker, there's no difference no matter what the character stats.

Incidentally, your rules make unconsciousness unrealistically probable.
That's by design. I was trying to emulate official Classic Traveller rules.

Consider a typical weapon does 3D damage.

Consider that average physical stats are 777.

Even with the First Blood rule, from CT, a character who is shot will typically be knocked unconscious.

Average roll on 3D is 10. That will take out 1.5 stats (if your stats are 777). So, you'll end up with stats like 047.

And...that's unconscious according to Classic Traveller rules, with one stat at zero.

So, I was attempting to keep Classic Traveller as written without the bookkeeping.




NOTE that I laid out the idea of the Damage Threshold rule, but left the specifics to the GM.

So, if a GM wants to make being knocked unconscious more or less likely, he simply has to define his terms.

What happens with the damage roll is less than the damage threshold?

What happens when DR is equal to DT?

What happens when DR is greater than DT?

DR greater than twice DT?

DR greater thatn thrice DT?

By answering these questions, the GM can adjust the rule to their tastes.
 
Originally posted by Anthony:
You could just use Striker damage:

Roll 2d6+Damage-Armor (could be replaced by a Toughness statistic)
12+: dead
7-11: seriously wounded
3-6: lightly wounded
2-: uninjured.

Striker doesn't consider the character (which is fine when you're talking about a squad of troops).

But, when you're running a single character, don't you think your character with STR-A, DEX-9, END-B should be more equipped to persevere through pain and injury than the weakling crewmember with STR-5, DEX-7, END-6?

Under Striker, there's no difference no matter what the character stats.

Incidentally, your rules make unconsciousness unrealistically probable.
That's by design. I was trying to emulate official Classic Traveller rules.

Consider a typical weapon does 3D damage.

Consider that average physical stats are 777.

Even with the First Blood rule, from CT, a character who is shot will typically be knocked unconscious.

Average roll on 3D is 10. That will take out 1.5 stats (if your stats are 777). So, you'll end up with stats like 047.

And...that's unconscious according to Classic Traveller rules, with one stat at zero.

So, I was attempting to keep Classic Traveller as written without the bookkeeping.




NOTE that I laid out the idea of the Damage Threshold rule, but left the specifics to the GM.

So, if a GM wants to make being knocked unconscious more or less likely, he simply has to define his terms.

What happens with the damage roll is less than the damage threshold?

What happens when DR is equal to DT?

What happens when DR is greater than DT?

DR greater than twice DT?

DR greater thatn thrice DT?

By answering these questions, the GM can adjust the rule to their tastes.
 
Official CT says this:

(1) Damage, but no stat at zero = Minor Wound

(2) One stat at zero = Minor Wound and Unconscious

(3) Two stats at zero = Serious Wound

(4) Three stats at zero = Death




------------------------------------------------

Using the Damage Threshold rule, a GM can emulate this without the bookkeeping, thusly....


(A) DR is less than DT? Superficial Wound This is like (1) above.

(B) DR is equal to or greater than DT? Minor Wound and Possible Unconscious This is like (1) and (2) above.

(Character rolls a check to see if unconscious. Roll 2D for damage or better to avoid unconsciousness. If check fails, then character unconscious for a number or round equal the number the check failed.) This way, it is likely that a character will be knocked unconscious when damage is high, and likely that unconsciouness will be avoided when damage is low.

(C) DR is equal to or greater than twice DT? Serious Wound This is like (3) above.

(D) DR is equal to or greater than thrice DT? Death This is like (4) above.




------------------------------------------------




NOTE GMs should adjust damage categories to their taste.
 
Official CT says this:

(1) Damage, but no stat at zero = Minor Wound

(2) One stat at zero = Minor Wound and Unconscious

(3) Two stats at zero = Serious Wound

(4) Three stats at zero = Death




------------------------------------------------

Using the Damage Threshold rule, a GM can emulate this without the bookkeeping, thusly....


(A) DR is less than DT? Superficial Wound This is like (1) above.

(B) DR is equal to or greater than DT? Minor Wound and Possible Unconscious This is like (1) and (2) above.

(Character rolls a check to see if unconscious. Roll 2D for damage or better to avoid unconsciousness. If check fails, then character unconscious for a number or round equal the number the check failed.) This way, it is likely that a character will be knocked unconscious when damage is high, and likely that unconsciouness will be avoided when damage is low.

(C) DR is equal to or greater than twice DT? Serious Wound This is like (3) above.

(D) DR is equal to or greater than thrice DT? Death This is like (4) above.




------------------------------------------------




NOTE GMs should adjust damage categories to their taste.
 
EXAMPLES

Alex Jamison
779C99
DT = 8




Jamison is shot with a revolver doing 3D damage.




DR is less than DT? Superficial Wound

This will occur when the 3D damage roll results in a total of 7 or less.




DR is equal to or greater than DT? Minor Wound and Possible Unconscious

This will occur when 3D damage roll results in a total of 8-15.

And, a check for unconsciouness is required. 2D for 8-12 or better. Note that unconsciouness is automatic when damage is 13-15.





DR is equal to or greater than twice DT? Serious Wound

This occurs when 3D damage totals 16-18




DR is equal to or greater than thrice DT? Death

Note that this cannot happen with a single revovler shot (and, it can't happen under official CT rules either, given the same example).

GMs may wish to alter this rule a bit so that it is unlikely, but possible that a person can die from a single gunshot wound.
 
EXAMPLES

Alex Jamison
779C99
DT = 8




Jamison is shot with a revolver doing 3D damage.




DR is less than DT? Superficial Wound

This will occur when the 3D damage roll results in a total of 7 or less.




DR is equal to or greater than DT? Minor Wound and Possible Unconscious

This will occur when 3D damage roll results in a total of 8-15.

And, a check for unconsciouness is required. 2D for 8-12 or better. Note that unconsciouness is automatic when damage is 13-15.





DR is equal to or greater than twice DT? Serious Wound

This occurs when 3D damage totals 16-18




DR is equal to or greater than thrice DT? Death

Note that this cannot happen with a single revovler shot (and, it can't happen under official CT rules either, given the same example).

GMs may wish to alter this rule a bit so that it is unlikely, but possible that a person can die from a single gunshot wound.
 
I like this


I did like the AHL wound system, so this might work well... must ponder...
 
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