Not only am I not playing Perils & Princesses, I’m not gaming at all! What is wrong with me?

Finally remembered to log in to work half an hour early for the all-hands (everybody’s great except Sales) and then stayed half an hour late to work on the case of a customer who will not accept that the fault is on their side and not ours.

No gaming, Ken had a 5am class today and has another one tomorrow.

Read (TTRPG): Chapter Serf (Zedeck Siew): What’s it like being one of the twenty thousand commoners who keeps the ship running so half a dozen Space Marines can fly around the dark future of only war?

Read (graphic novel): Kirby’s Lessons for Falling (in Love) (Laura Gao): A Chinese-American high-school rock climber has to deal with a broken arm and bad grades and cute weirdos in Newspaper Club and family drama and not being out to her religious family and additional drama.

Written (game design): 352:

Doc Savage against his evil twin can’t stun him, and will knock him out
in about eight hits under either system. So far, so good!

I’m not sure about getting stunned, though. Is it a concept we even
need? Having to skip a turn goes with being able to buy more turns,
but that’s not what we want. Is it? It seems like it just cuts your
Stun in half against big attacks, since once you’re stunned, you
can get taken out with one more of the same. (Even in the old system,
where it wasn’t pinned at half your Stun, it was around there.) Making
every hit after half Stun stun you is the same thing, slower but more
certain. On the other hand, having nothing happen until you fall over
seems meh. We can do better than D&D hit points, right? Right?

Speaking of which, should having taken more lethal damage than half
your Con make you dying? Or just wounded, and not actually dying
until it’s more than your Con? What’s the downside to being wounded?
Take another point of nonlethal damage every time you do something? Take
another point of lethal damage? Make an Ego roll to give yourself a
point of lethal damage in the process of taking an action? Soldiering on
while bleeding out is very heroic, after all.

So about that lethal damage, how does that work? Having all damage be
lethal, converted to nonlethal up to some limit, still seems good, but
it needs to be 1-for-1. How do our test cases do on Body in the old
system?

Normal punching normal: 0 on an average roll, up to 2 if roll up.
Normal punching Doc Savage: 0 no matter what.
Doc Savage punching normal: 2 on an average roll, up to 6 on a great roll.
Doc Savage punching evil clone: 0 no matter what.

Looks like 0 Def/2 Resilience is still appropriate as base values. Is the
human maximum Res 6? Stacked on top of 2 Def, that would negate all
lethal damage from even the best possible 4d6 roll. Seems good.

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