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- Newsgroups: rec.games.design
- Path: sparky!uunet!bcstec!hall
- From: hall@bcstec.ca.boeing.com (Robert J. Hall)
- Subject: RPG - Damage System v1.3
- Message-ID: <BzoHyn.wA@bcstec.ca.boeing.com>
- Organization: Boeing
- Date: Tue, 22 Dec 1992 20:51:58 GMT
- Lines: 414
-
- SYSTEM-BASED PHYSICAL ATTACK WOUND METHOD
-
- (c) Copyright 1992, Bob Hall
-
- This is still in the development stage, so many concepts are still
- loosely defined. Please bear that in mind while reading onward...
-
- Changes: simplified target selection system. Critical wound blow-
- through effects. Sample critical damage table.
-
-
- INTRODUCTION
-
- This system deals with the damage caused by a solid physical object strik-
- ing a location on a body with a given velocity, angle of attack, shape,
- and mass. It does not yet deal with other forms of attack, such as
- explosions, acid, fire, electric shock, freezing, and so on, although it
- may be possible to integrate such effects into this system.
-
- The system is only intended to be an approximation of the actual physics
- involved. No damage system can ever be completely accurate, and certain
- simplifications were necessary to make it playable.
-
-
- SCALE
-
- Some of the numbers used in this damage system will be based on an expo-
- nential scale. This means that for each increase in a value, the actual
- quantity the value represents will be increased by a multiple. The
- standard increment will be based on the size of the dice being used. For
- simplicity, the actual quantity will be doubled for each dice worth of
- increase to the total. For example, if a ten-sided dice is being used,
- then each increase of ten is equivalent to a doubling of the factor being
- represented.
-
- Such exponential values, of necessity, must be based on a specific dice
- size. A common dice size, such as 6 or 10-sided, will need to be selected
- before any solid tables of weapon, armor, or creature data can be con-
- structed. However, a conversion table can easily be included in the
- appendix for different dice sizes.
-
- The actual values will be in metric. Lengths are in meters, mass is in
- kilograms, force is in newtons, and energy is in joules.
-
-
- WEAPON TYPES
-
- There are three standard categories of physical weapons, based on the
- shape of the striking surface.
-
- POINT - These weapons have a tapered tip that comes to a sharp point. The
- tip is used to breach the surface, while the tapered sides widens the
- wound as the tip travels deeper into the body.
-
- WEDGE - The edge of this weapon is a straight or curved line. The edge
- makes the initial penetration into the body, then the widening sides open
- the wound while the blade slices deeper into the body. Some compression
- will occur along the axis of the edge.
-
- HEAD - The tip of this weapon is a wide flat or curved surface. The impact
- will compress the surface under the head, sending shock waves radiating
- from the area of contact.
-
- Some weapons can include a combination of these different striking surfaces.
-
-
- STOP FACTOR
-
- In this damage system, some amount of the weapons kinetic energy is
- expended to penetrate the external defenses of the target. The difficulty
- of this penetration is given by an equivalent cross-sectional area. This
- area is used to determine the stop rating of the weapon. The greater the
- area, the larger the stop rating.
-
- For a flat-headed weapon, the penetration area will be determined by the
- total area of impact. Blades and points will be based on a cross-section
- at some distance up the cutting edge. Sharper blade or point weapons will
- have a smaller area and a lower stop factor.
-
- The stop factor is an exponential rating. For each dice increment in the
- stop factor, the equivalent penetration area is doubled. Since the area
- increases as the product of two dimensions, doubling the size of a weapon
- will increase the stop factor by a total of the two base dice.
-
-
- DAMAGE COMPLEXITY
-
- Damage due to weapons penetration is systems-based, meaning that the
- weapon causes damage to specific systems within the body. To allow for a
- range of complexities, the systems are organized in an outline format,
- with each subset describing the systems in finer and finer detail.
- Obviously there is a certain amount of overlap in system functions. Such
- overlap will be factored in during the damage procedure.
-
- The amount of complexity required by the GM will determine the level of
- system detail required:
-
- Level 0 - No detail
-
- The simplest damage level treats the entire body as a single system.
-
- There are only a few possible outcomes from a wound: fatigue loss;
- staggered; incapacitated; dead.
-
- Level 1 - Exterior/Interior
-
- The next simplest damage level determines whether or not the weapon
- inflicted damage to the exterior or the interior of the body. The
- exterior includes all body systems that interact directly with the
- external environment. The interior includes the remaining systems
- that support the bodily functions, but only interact indirectly with
- the outside environment.
-
- Wounds to the interior have more serious effects on the target than
- external strikes. External wounds will lower the combat efficiency,
- while internal strikes can completely incapacitate the target.
-
- Shown below is a Level 1 systems outline for a human:
-
- Location Critical Damage Effects
- ------------- --------------------------------------------------------
- External Physical skills reduced or lost
- Internal Physical & Mental skills reduced or lost; Incapacitated
-
- Level 2 - System Groups
-
- These are groups of organs that work together to support a specific
- function. External systems include weapons, locomotion, senses, and
- protection. Internal systems include power, energy, and control.
-
- Wounds to specific systems can cause reduction or loss of specific
- functionality. Critical wounds can cause damage to multiple systems.
-
- Shown below is a sample Level 2 systems outline for a human:
-
- External Primary Combat Function Sample level 3 systems
- ------------- ------------------------------- ----------------------
- Protection Protects the body from damage Skin, bones, tissue
- Mobility Allows the body to move rapidly Legs, feet
- Weapons Make attacks or ward blows Arms, hands, and teeth
- Sensors Observe opponents and obsticles Eyes, ears, nose
- Miscellaneous Distraction Hair, sexual organs
-
- Internal Primary Combat Function Sample level 3 systems
- ------------- ------------------------------- ----------------------
- Power Maintain activity level Heart, lungs, arteries
- Energy Recover from fatigue Stomach, intestines
- Command Control the other systems Brain, spinal cord
- Miscellaneous Special Glands
-
- Level 3 - Individual Systems
-
- These are specific organs or groups of tissue that perform a dedicated
- task. Such systems include the heart, lungs, brain, stomach, hand, eyes,
- ears, shoulders, and so on.
-
- Detailed descriptions are given for serious and critical wounds against
- each system.
-
- Level 4 - System Components
-
- These are the bits and pieces that go together to make up an individual
- system. Components include thumb, cornea, heart value, etc. This level
- of detail is probably unnecessary for most purposes.
-
- The local medical library is available for determination of the wound
- effects. (Sorry, no 'humor impairment' critical result.)
-
-
- WEAPON DAMAGE
-
- The kinetic energy of the weapon is determined by the success of the
- attack and the attributes of the attacker. An inept or partially blocked
- attack will have a lower energy than normal. Likewise, a weak or fatigued
- attacker will be unable to propel the weapon as rapidly.
-
- The weapon will strike at a specific location on the body. If the location
- is an external system, then the kinetic energy of the weapon will be
- expended in the form of damage to the selected system. When a strike is
- made at an internal system, part of the energy is expended to penetrate
- the external protection system.
-
- Each internal system will include an external protection rating which
- determines how many damage points must be spent in penetration. The weapon
- stop factor will determine how many additional damage points are spent as
- concussion energy against the external protection. The remaining amount is
- the number of damage points inflicted on the internal system.
-
- The Damage point total is an exponential rating. For each dice increment
- in the Damage points, the equivalent kinetic energy is doubled. Each dice
- worth of Damage points absorbed by a system will half the Kinetic Energy
- of the weapon.
-
-
- SYSTEMS TABLE
-
- During each attack, the attacker makes as success roll for each weapon
- employed. Each of the defenders systems has a skill difficulty rating that
- determines the difficulty to hit that target. The attacker declares the
- target prior to the attack, then the skill roll is made at the target
- difficulty. If the attack is hasty, or no target is selected, then the
- protection system is chosen as the default. If the attack gets past
- the defenses, the resullting level of success determines if the selected
- target has been struck.
-
- Each creature or character will have a systems table which will display
- various combat factors for each system. A sample table is shown below:
-
- Difficulty External System Serious Critical Armor
- ---------- --------------- ------- -------- -----
- Average Protection 10 20
- Hard Mobility 6 12
- Average Weapons 5 8
- Very Hard Senses 1 2
- Hard Miscellaneous 3 10
-
- Difficulty Internal System Serious Critical Protection Armor
- ---------- --------------- ------- -------- ---------- -----
- Very Hard Power 1 2 4
- Hard Energy 2 4 2
- Very Hard Command 1 2 3
- Hard Miscellaneous 2 5 2
-
- The first column is a percentile table that is used to select a system at
- random. Of course, some other dice can be used, as long as the values are
- roughly proportional. The second column is the modifier to the skill level
- when the attacker targets that specific system. The third column is the
- name of the system. The fourth column is the number of damage points
- needed to inflict a serious wound to the system. The fifth column is the
- number of damage points needed to inflict a critical wound. The sixth
- column of the internal damage table is the external protection level for
- the specific system.
-
-
- ARMOR
-
- When external armor is worn, each system receives an Armor rating that is
- entered in the systems table. The rating is the number of damage points
- absorbed by the armor prior to any wound determination.
-
- Each piece of armor provides different numbers of Armor points to
- different systems. A Helm, for example, could provide 20 points to
- Command; 15 to Senses; 5 to external Miscellaneous; and 5 to Protection. A
- separate table is used to record each piece of armor worn, and the number
- of points provided to each system. The Armor points are totalled for each
- system, and the results are then entered under the Armor columns in the
- appropriate rows of the systems table.
-
- Armor that is designed to cushion an impact will have higher ratings for
- the External systems. Likewise, armor designed to prevent penetration will
- have higher ratings for the Internal systems. (Possibly each piece of
- armor could include a damage overload factor - the level of damage points
- needed to break the armor. Not sure how to include this, however.)
-
- For the sake of simplicity, complete suits of armor will be described
- using the total Armor points in each system. (This is instead of a
- complete listing of the armor components and the points each provides to
- the various systems.) A complete equipment list will, however, still
- describe individual pieces of armor.
-
-
- WOUNDS
-
- There are three wound categories:
-
- MINOR - Easily repaired wounds that have a minimal impact on the body
- performance. Many such wounds will increase fatigue and impact the
- overall health.
-
- SERIOUS - A wound that is detremental to the performance of a system. The
- system will continue to operate at a reduced level of efficiency. (Halved,
- or reduced by some penalty - depending on the game system.) The effect
- on the creature or character will depend on the specific system impacted.
-
- For a level 2 damage system, the effects of a loss of system effective-
- ness would be as follows:
-
- Protection Reduced ability to absorb internal damage
- Mobility Loss of speed and agility
- Weapons Decrease in combat weapon/shield skills
- Senses Temporary loss of sight, hearing, etc.
- Power Reduction in actions per round
- Energy Unable to recover strength
- Command Stunned, dizzy, paralysis, and/or unconsciousness
- Miscellaneous Special effects.
-
- CRITICAL - A very nasty wound that seriously disrupts the target system.
- The special effect will be determined by a critical wounds table for the
- system. (Separate critical wound tables will be needed for each level of
- complexity.) Some critical wounds will cause additional damage to other
- systems due to weapon penetration. The systems effected would be listed
- in the customized critical wound descriptions.
-
- When damage is applied to an internal system, the damage to external
- protection is always computed first to determine if any Critical wounds
- occur. Such critical wounds can impact the resulting amount of damage to
- the internal system. For example, suppose the blow is to the Power system.
- If the external damage is sufficient to cause a critical wound, then
- damage beyond the critical level is also applied to the Power system. This
- could be interpreted as smashed bones that no longer protect the Power
- system - resulting (for example) in a crushed rib cage and collapsed lung.
-
-
- BLOWTHROUGH
-
- The damage points beyond the critical damage level are called blowthrough.
- These are applied as a new wound to the system specified in the critical
- damage table. Here is a sample critical damage table for level 2:
-
- System Critical Hit Effect*
- ------------- -----------------------------------------------------
- Protection Serious and Critical damage levels are halved.
-
- Mobility Leg is crippled. If blowthrough damage is sufficient
- to cause another critical wound, then leg is severed.
- Roll on the table below to detemine the location:
-
- 1d10 Location**
- ------- ----------
- 1-2 Hip
- 3-5 Thigh
- 6 Knee
- 7-8 Lower Leg
- 9 Ankle
- 10 Foot
-
- Weapons Arm is crippled. If blowthrough damage is sufficient
- to cause another critical wound, then arm is severed.
- Roll on the table below to determine the location:
-
- 1d10 Location**
- ------- ----------
- 1 Shoulder
- 2-4 Upper Arm
- 5 Elbow
- 6-7 Lower Arm
- 8 Wrist
- 9-0 Hand
-
- Senses The sense is completely lost. Blowthrough damage is
- applied to the Command system. Roll on the table below
- to determine the sense lost:
-
- 1d10 Location
- ------- ----------
- 1-3 Eye**
- 4-6 Ear**
- 7-8 Nose
- 9-0 Tongue
-
- Power Immobilized. Blowthrough damage is applied to Energy.
-
- Energy Stunned. Blowthrough damage is applied to Power.
-
- Command Immobilized. Blowthrough damage is applied to Power.
-
- * On all critical hits, a Willpower roll must be made on each round
- thereafter for the character to remain conscious.
-
- **Random roll to determine the side damaged.
-
-
- IN GAME TERMS
-
- As a minimum, all creatures include a Level 1 systems table describing the
- External and Internal systems. Where further detail is required, the
- wounds table can be expanded to higher levels of complexity. Each level of
- table should be kept separate for easy access, and the values for each
- wound system should be the weighted average of the values from the more
- detailed wounds system. For character races, the wounds table should be
- developed to at least level 3, with level 1 and 2 tables included as well.
- At level 3 or above, additional details can be included for the various
- body systems - especially for critical wounds.
-
- The following outline describes the damage process for level 1:
-
- 1. Determine the total damage points.
-
- 2. If the damage is internal, check for external damage.
-
- a. The Protection rating of the internal system, plus
-
- b. The Stop rating of the weapon.
-
- c. Perform steps 4 & 5 below for the external damage.
-
- 3. Deduct the artificial armor protection.
-
- 4. Check if each wound is minor, serious, or critical.
-
- a. For minor wound, increase fatigue.
-
- b. For serious wound, decrease skills and/or stats.
-
- c. For critical wound, determine effects from table.
-
-
- OTHER ADDITIONS?
-
- - Damage from other sources. Fire, cold, electricity, acid, etc.
- Fire, cold, and acid should probably be external type damage, while
- electricity effects the control system in addition to whatever else
- it fries.
-
- - Different difficulty ratings for other hex sides. I.e. modify system
- odds for front, flank, rear, etc.
-
-
- Constructive comments, additions and revisions are welcomed.
-
- --
- Bob Hall | if [ -bs message ]; then
- Boeing Computer Services | mv message /compost/heap/$$
- root@chicken.ca.boeing.com | fi
-