Harm and Healing

Ulgh.

A few days after writing about a “hits and healing” system for Dragonslayer Adventures, I’m thinking it over again.

I ran it with one of my Outschool groups and it just felt stocky. You could take hits but not feel consequences, much like the problem a lot of people have with DND hit points or you could take consequences (broken back, twisted arm, etc.) which just felt more immersive. To do both to a PC felt unfair and over-the-top… Too many notes.

Rereading this post from Aboleth Overlords got me thinking again.

EDIT: Read this too from Jason Tocci over at Pretendo Games while you’re at it. Same principles apply.

And then someone on Discord shared the picture above from Phoenix Command. Apparently there are a ton of tables to go along with it about hit locations and whatever, but this diagram does fine at the table. Just use your judgement.

I use it to break my crutch of “You get hit in the shoulder. It looks real bad.” Now there are more places to get hurt! Wheeeee!

PDF of this diagram here.

So how about this for a re-write:

Optional Rule: Harm and Healing. When in melee, one player rolls 1d6. If the PC succeeds, they deal harm to their opponent. If something bad happens, the PC takes harm. When a PC makes a ranged attack, one player rolls 1d6. If the PC succeeds, their opponent takes harm. If something bad happens, the PC loses ammo. Armor prevents harm, but is then damaged and must be repaired or replaced before being used again. A PC may consume food or drink to help heal.

Is that good? Am I happy with this?

Ask me in another couple days.

Link to the rules are here.

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