Been Thinking

This entry is part 6 of 12 in the series Understanding RPGs

That being on how we handle fighting and injury in RPGs. Now in Dangerous Journeys Personas have Traits which give a measure of sorts of just how much injury a Persona can take. In turn the different attack forms and weapons give a measure of how much damage they can inflict. In addition, where physical damage is concerned the Persona has four strike locations as they are called, with an ultra vital location for instance meaning a multiplier of times 4 to the roll. So a broadsword in Mythus for instance will do as little as 4 points of damage in a non-vital location, to as much as 96 should the injury occur in an ultra vital one.

But keep in mind that not everyone has an identical score in their Traits. In the case of an Heroic Persona –HP– his Physical Trait can range from a low 0f 60 to as high as 120 when he is starting out. Age, exercise, magick, curses, and the like can lower it down to a PTrait of 36, or up to 180. What it comes down to is, how much damage that weapon inflicts is also indicated by what ratio of points it inflicts depending on the Persona. 4 points to an HP with a PTrait of 120 is really just a scratch. To an HP with a PTrait of 60 96 points is fatal. So in physical combat it’s not just how much the damage roll is, but where it landed.

As far as I can see, you need to compare and contrast the total damage done with how much damage a Persona can take. And at what point do you see a slight wound becoming a major wound becoming a fatal wound. Wound Level and Critical level in Physical combat and Effectiveness Level in Mental and Spiritual does give you some idea, but I’m thinking that there really needs to be lower levels, like say maybe 20%, 40% and 60% with each step having a greater impact on the victim in question. So that the soldier with a PTrait of 90 who’s just taken 40% of that Trait –36 points– is going to be hurting and finding it a bit hard to function.

Which leads us to the question of how do you handle this? A badly injured soul is hardly going to want to fight on, unless he absolutely has to. For that matter, his foe may rather let someone so badly hurt go so he can go on to more important things. I mean, why waste your time with somebody who’s already beaten when an evil high priest is just about to rip out the heart of that virgin child up on the altar? I mean, you’ve got to set priorities. So how do you see handling this?

Series Navigation<< The GameEncounters in RPGs >>

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.