this post was submitted on 16 Aug 2023
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[–] jjjalljs@ttrpg.network 8 points 1 year ago (2 children)

I like Fate. You have a small quickly restoring pool of stress to soak up harm, but anything more becomes a Consequence. Players agree on what an appropriate consequence is and the narrative follows. You don't really have the "he's at 1/483 HP but still fighting strong!" thing.

[–] Nakoichi@hexbear.net 3 points 1 year ago* (last edited 1 year ago)

That sounds really similar to the harm system in Matryoshka actually.

Like there are 7 points of harm anyone can take and as they pass certain thresholds they can receive wounds both physical and otherwise that may cause negative modifiers to subsequent rolls on certain stats or even just in general.

Like in the campaign I am in my character almost got themselves killed in a monomaniacal attempt to communicate and study a psychic entity and wound up just letting them literally live rent free in his head.

[–] Eris235@hexbear.net 3 points 1 year ago* (last edited 1 year ago)

Yes, was going to bring up Fate! I really like systems that split damage into 'heroic near misses or light damageless scrapes' and 'actual wounds', without getting too bogged down in random tables and lookup charts.