I was a young reader once! And look at me now! No, wait, maybe avert your eyes before they suffer permanent damage.
Read (grapic novel): Pizza Witch (Sarah Graley, Stef Purenins): An aspiring Pizza Witch and her familiar do quests for the Award-Winning Pizza Warlock, but is it getting her any closer to her dream? Or to cute girls? Very cartoony, for a youngish (middle grade?) audience. Speaking of National Young Reader’s Day.
Written (game design): 584:
We’ve been looking at Stun as the major element of attacks, because
that’s what usually gets through Def and moves the fight to a
conclusion, but in a lot of ways, Body is what really represents the
power of an attack, or any effect. Escape vs Grab uses Body vs Body,
knockback is based on Body, hitting anything that’s not alive uses Body,
etc. What if we just look at the Body of effect rolls and then have Stun
happen as a consequence of that if appropriate?
Roll and calculate Body as usual: discard the dice showing 1, count the
remaining dice and add the count of dice showing 6. That’s how much
effect you get. If you’re just escaping a grab or whatever, that’s all
you need. (Maybe have people roll for effect when throwing or lifting,
so it’s not so deterministic? Probably not, since at the upper end it
would be easy to vary by +/-3, which is an order of magnitude in mass.)
If you’re trying to break something or someone, then first subtract
their Def (if any) from the effect. If there’s anything left, that’s
how much effect you have. If the target is an object or something
that doesn’t take Stun, it’s all Body damage. If it is something
that takes Stun (like a person), then an amount up the target’s
Resilience is converted to Stun damage; anything still left over
after that is Body damage.
Mechanically, Def and Res are distinct, but I need to find a way to
describe them so people can give them appropriate special effects. It’s
more or less hard armor that keeps the damage away completely, vs soft
armor that blunts it, kind of, I guess? It’s definitely not
analogous to resistant vs non-resistant Def; either of them can be
resistant or non-resistant. Normal humans don’t have Def at all in this
system, just Res.
If the total Stun and Body damage (do these need new names?) in one
hit is more than your Con, you’re stunned. If the accumulated total
is greater than Con*2, out you go. If the accumulated Body is greater
than Con*2, you’re dying as well. Or maybe you can make a roll of some
kind to stay conscious? Fighting on while bleeding to death is very
heroic. Or maybe you’re dying if Body damage is more than Con? That’s
more fragile than in the old system, which might be okay for a
If generic person has 0 Def and 2 Resilience, a 2d6 strike still does
0 Body on an average roll, but rolling up will do 1 or even 2. The average
strike does 2 Stun, so for four hits to take someone out, basic Con*2 would
need to be 7, which doesn’t quite work with integers, but making the
basic Con 4 should be fine. Average Body is 1/3.6, so in five hits,
that’s 1-2 Body damage, which is a lot if dying is at Con, but not so
much if it’s at Con*2.
We could have a point of Res turn one point of effect multiple points of
Stun, if we wanted things to work out more like the old system. It’s
more complicated, but not enormously so. If a point of effect is 2 Stun
or 1 Body, then Stun from a 2d6 attack would be average 4, so we’d put
Con at 8, and KO would be at 17 (4 hits plus 1). Then dying wouldn’t be
until 9. A multiplier of 3 means 6 Stun per hit, Con 10 or 11 to be
knocked out in four hits and hardly be dying at all.
In the spirit of everything being adjustable, maybe the multiplier
should be adjustable by a modifier on the Resilience, although I have
even less idea what special effects would justify the different values.
Is it just heroicness, with larger values meaning you’re an easily
knocked out wimp, and smaller meaning you have to be half-dead before
you go down? The default Con wouldn’t scale, obviously.