wound effects in the task related dammage system

By Steven Gott ·

TML message #5455From bundle 458

Thank you for your comments.  Most of my local players don't like the task
dammage system so I'm glad SOMEONE does!

I think that there are something like 7 versions of the TASK system
floating around so bear with me if I don't follow the exact format.

Wound Effects:

Scratch/Bruise		I dunno maybe a -1 to the roll for all tasks that
			use the area wounded.
			(for the d20 system only, no effect otherwise)

Light Wound		-1 to Inititive (cumulative)

Substantive Wound	Increase the level of difficulty of all tasks by one

Greivious Wound		Fall unconscious Bleed a Lot

Mortal Wound		Fall Dead (as expected)

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When you take a wound you roll vs. your Willpower, Determination, whatever
the game system has that fits this idea.

Success means that you ignore the wound.

Failure means that you must take all of the stacked up wound effects,
realize that you are hurt and deal with the wounds as best as you can.

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At the end of a combat you take all of the wound effects that were
successfully ignored during the fight. "Gosh! I'm Bleeding"

First Aid:	Handle it according to your game rules

Notes:		It is possible to fight beyond death in this system.  This
may not be *real* but we are playing a game and the *point* is to have fun
and I think it may be more heroic.

		Combat is very uncertain.  Most games make it everything
but uncertain.  AD&D:  an arrow does say 1D6 I have 52 Hit points therefore
it the bad guy has an arrow pointed at me I rush him take the hit which
has no detrimental effect and hopefully wipe him out.  I hate this!
Wounds hurt!  They slow you down!  They make everything harder!

		I haven't really included dammage ratings for weapons
because this IMO is very campaign specific and at least in the modern
world out of date almost before I can find out about it.  So figure them
out as you like for your own campaigns.

Suggestions:

Have the weapon dammage rating be the typical dammage delivered from a typical
strike.  This lets the less vital / vital / very vital hit locations to
work for good, bad, and typical hits.

IMO 10% of the Human Bod is less vital
    80% is vital and
    10% is very vital

    Provided for random hit location


Armor:

If the Armor could stop the attack from contacting the flesh, drop the
wound level by 2 steps to a minimum of Scratch/Bruise

If not, then drop the level of the wound by 1 step if you think the armor
should reduce the dammage.

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The purpose of this article was to show that there might be a better way.
We could look at combat from a differant perspective and make it more
*real* instead of more detailed.

I hope you like it and it wasn't a wasted of 'bandwidth'
|=}
Steven Gott