Steve Gott write:
>
> 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.
>
[ stuff deleted ...]
> 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.
>
I don't know if you have played the game Pendragon, but one of the
reasons that I like it so much is its combat system. You have a set
number of hit points as in most games and weapons do a certain range
of hit points damage but the system if very elegant and simple to use.
Basically each player in combat makes a roll. You succeed by rolling
your skill or less on a D20. If you roll you skill exactly you have a
critical success and double the amount of dice to roll for damage. If
your opponent succeeds, then the one with the higher roll is the
attacker and the other is the defender who has been able to get his
shield in the way of the blow. You then roll for damage subtracting
the amount of armor from your damage if the result is greater than
zero then that damage is applied as a wound. Very simple system with
very little rolling to resolve combat.
The reason that I bring this up is the the way that they handle
unconsciencness. There is a point, 1 quarter of your hit points, which
you have a chance to fall unconscience. If you go below this level
then for every action that you attempt, you must roll a successful
Valor roll. I feel this system works well. One thing that I have
always hated was too many rolls. One of the reasons that I have
avoided playing RuneQuest and Chivalry and Sorcery.
> Steven Gott
Greg Givler