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Showing posts from December, 2022

An Alternative Rule for Armor

As a design exercise, I've been messing around with a tabletop RPG of Skyrim. It's been really productive to get away from my preferences (d20, a few good rules, story-focused) into stranger design territory (d100, no attributes, many skills).  Along the way, I got thinking about a rule for Armor— Armor Pool You have a pool of HP and a pool of Armor. When you take damage, you lose Armor.  If your Armor is 0, you lose HP. Some damage— like critical hits, fire, and magic— bypass your Armor and you lose HP directly. During a rest, you can recover HP. But your Armor can only be repaired in a settlement. I like this because it's piecemeal, degrades, and dead simple to track. It also gives Players another reason to leave the dungeon (or wilderness) and visit town. That's it. It's a new idea to me, but I'm sure systems already use it. Let me know below.

Down with HP, Up with Stamina (Pt. 2)

As promised, we’re exploring Stamina as a dynamic alternative to HP. Stamina Instead of HP, you have Stamina. When you take damage, you can choose to spend any amount of Stamina to negate an equal amount of damage. Any remaining damage is subtracted from your CON score*. If your CON is 0, you die.  Burning Stamina In addition to negating damage, you can also burn stamina to: Do Something Extra. Carry extra weight, take a bonus action, perform a stunt. Gain Advantage. Before you make a roll, you can burn Stamina to add an equal amount to the die roll. Mitigate Failure. When you fail a roll— but before any damage is rolled— you can burn Stamina to add an equal amount to the failed die roll. If you succeed, there is a cost. Recovering Stamina & Constitution Stamina is your energy level and restores quickly: Short Rest: +d6 Stamina Eat Ration : +d6 Stamina Constitution (CON) is your physical health and restores slowly: Long Rest: +d6 CON / day Magic: As specified (Cure Wounds, et...

Down with HP, Up with Stamina

I’ve been thinking a lot about this post about stamina . You should read his entire post, but in short: stamina is a substitute for HP. You burn stamina to take actions— not just soak damage. I love the idea of HP as a resource pool that Players can choose to spend. After all, if HP is defined as “the ability to avoid injury”, then there’s an implicit choice every time a Player loses HP— they have chosen to spend their HP and avoid injury. What if we made this choice explicit? Revised HP (Stamina) A Player can choose to spend 1 stamina to do one of the following: Let’s see this in action with some examples of play: Examples of Play 1. Avoid Injury GM: The wild boar charges at you. Make a DEX save! PC: (Rolls DEX) Damn, I fail. GM: The boar has you down on the ground. It’s going to gore you with its tusks— roll on the Injury table. PC: Wait! I’m going to exert myself and roll into the undergrowth. GM: OK, you spend 1 stamina and avoid the Injury roll. 2. Do Something Extra GM: The sun ...