Damage Model
Considering alternatives to the "hit" system.
Attempt 1
Damage still exists, using the classic system (i.e. light=d4, med=d8, hvy=d12, one die per rank plus skill bonus).
1 WP = -1 to all rolls, simple as that. Injuries still exist.
DC of healing and stabilizing increases with WP count (the latter is easier, but still scales with WP). More WP = harder to survive, longer to recover. Makes sense.
Every time you take damage, you must make a Con check against the damage:
- On success, nothing changes, although you do accumulate the WP.
- On failure, proceed down condition track.
Condition track:
- Normal
- Disabled (only one action per round (std/swift/move))
- Dying
How to take less damage:
- Soak (roll Con vs damage, on success, half damage)
- Block (roll Str vs damage, on success, half damage)
- Resistance
- Armor (tbd)