[Torg] Torg: A Unified Mechanic 2 (Wounds)

Phil Dack philipdack at yahoo.co.uk
Mon Jun 9 06:47:47 EDT 2008


Interesting idea that moves the system into Whitewolf/ars magica style damage levels. A proven and elegant system, although I happen to like the 3 damage types of Torg.

Perhaps an alternative might be how weapon damage is rated? Each weapon could be rated on three factors: propensity to Shock, propensity to KO and propensity to Wound. Every weapon has 3 values which determine how frequently these conditions come up, based on the number of success levels achieved. 

In fact, such a system would be more elegant if it ignored the Rule of 4 and went back to looking at EV-RV.

E.g. 
Swords and bladed weapons might be rated (1/4/3), and thus cause 1 shock per success level, 1 KO condition for every 4 successes and 1 wound for every 3 successes.
Fists and concussive weapons might be rated (1/3/4)
Stun guns might be (1.5/3/6)

Not sure it eradicates any complication of course, but it does eradicate a table!

Phil


--- On Thu, 5/6/08, Jasyn Jones <jasynj at gmail.com> wrote:

> From: Jasyn Jones <jasynj at gmail.com>
> Subject: [Torg] Torg: A Unified Mechanic 2 (Wounds)
> To: "Torg Torg" <torg at justintimeadventures.com>
> Date: Thursday, 5 June, 2008, 6:17 PM
> Combat
> 
> In addition to chart overload, the mechanics of damage in
> Torg are  
> highly complicated. There are three basic types of damage,
> each of  
> which functions differently, a complicated chart to
> determine how much  
> damage is dealt on any attack, and complicated "Three
> Package" rules  
> on buying off damage with possibilities.
> 
> Using the Rule of 4, all of this is swept away, and
> replaced with one  
> streamlined and robust mechanic.
> 
> The Rule
> 
> Each Success Level of Damage (DV - Toughness of target)
> equals one  
> Wound.
> 
> 1 SL = 1 Wound
> 2 SL = 2 Wounds
> etc.
> 
> (A Possibility can buy off 2 Wounds of Damage from one
> attack.)
> 
> A "Wound" is an abstract measure of damage. It
> can represent tearing  
> of the flesh, crushing damage, fatigue, aches and pains
> from illness,  
> a concussion, or any other physical impediment.
> 
> This enables the combat system to emulate any one of the
> following  
> effects, with no special rules and no caveats:
> 
> Cutting Damage
> Crushing Damage
> Impaling Damage
> Illness
> Concussions
> Internal Bleeding
> Skin Abrasions
> Tear Gas
> Tasers
> Fatigue and Exhaustion
> Poison
> Burns
> Hangovers
> Headaches
> Broken Bones
> 
> Instead of trying to simulate each and every type of
> impediment with  
> exact rules and measures of damage, the abstract
> "Wound" mechanic  
> answers the three essential questions of damage:
> 
> How damaged am I?
> What penalties apply?
> How long does this last?
> 
> The following chart summarizes this:
> 
> 1 Wound = No Penalty (1 minute)
> 
> In other words, a character with 1 Wound has no penalties
> to actions,  
> and the wound automatically heals after 1 minute of rest
> (no diced or  
> automatic actions can be performed during this time).
> 
> 2 Wounds = -4 Penalty (1 hour)
> 
> A character with 2 wounds has a -4 bonus modifier to all
> actions, and  
> must rest for an hour to heal.
> 
> 3 Wounds = Incapacitated (1 Hour)
> 
> A character with 3 Wounds is Incapacitated, they can make
> no diced or  
> automatic actions until they have healed down to 2 Wounds.
> 
> 4 Wounds =  Incapacitated (1 Day)
> 
> 5 Wounds = Permanently Incapacitated (Absent Extraordinary
> Intervention)
> 
> A character with 5 wounds is so damaged, that they are
> permanently out  
> of play (essentially "dead", but the character
> may still be living).  
> This might represent them being paralyzed, for example, or
> being  
> placed into a coma.
> 
> At the GM's discretion, an extraordinary intervention
> (a divine  
> intervention to raise the dead, an "unprecedented and
> groundbreaking  
> operation", etc.) can bring the character back into
> play. This  
> extraordinary intervention should be the focus of an
> adventure, in  
> which the surviving party members quest to find a cure for
> their  
> stricken comrade.
> 
> 6 Wounds = Permanently Incapacitated
> 
> The character is simply gone, and will not ever recover.
> (At the GM's  
> sole discretion, he can treat this as 5 Wounds.)
> ---
> Jasyn Jones
> jasynj (at) gmail (dot) com
> 
> Check out Storm Knights, my Torg website:
> http://darleyconsulting.com/games/stormknights/
> 
> "To strive, to seek, to find, and not to yield."
> Ulysses, Alfred Lord Tennyson
> 
> 
> _______________________________________________
> Torg mailing list
> Torg at justintimeadventures.com
> http://www.justintimeadventures.com/mailman/listinfo/torg


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