Proof of Playtesting and Intent of my Death and Dismemberment System

Version 0

Arnold K's Death and Dismemberment Table
Goal: This was the first death and dismemberment table I used.

Playtesting: Ran weekly games for 13 months using this table

In Play:
Pros: Worked as intended to give more "dynamic and violent" effects to combat. Limbs disabled for multiple days was very elegant.
Cons: Players would stop combat to try to heal dying characters. Dying would be incredibly slow as multiple rounds players would just roll 1d6's and it really ruined the "pacing" of the game. Broken Spines and Comas didn't feel right.

Version 1

My own published Perishing and Perdition Table
Goal: Remove pacing issues and add some personal variations like damage to a throat or damage from surgery.

Playtesting: Ran weekly games for 3 months using my version.

In Play:
Pros: Eliminated issues of the party waiting for someone to roll 1d6's vs death.
Cons: Never used the effects of severity rolls of 1+. Damage would rarely kill a character outright. It was much too slow.

Version 2

“Don't Get Hit” Points. 
They represent your ability to survive blows that are potentially lethal through luck, skill, or toughness. When your HP runs out, you are unable to defend yourself properly, and any blow is a potentially lethal one. Once out of HP, roll a 1d12 and add damage taken. If you get an 11 or over you gain a fatal wound and must save or lose a limb/eye/attribute scores/etc. (As Version 1 severity rolls of 11+) For any value rolled over 15, subtract that value from 15 and you gain that many fatal wounds. Anytime you have a fatal wound and would gain another, save or die. For example a character who takes 10 damage and rolls a 10 on the 1d12 would have a severity roll of 20 and thus need to roll save for limbs, gain 1 fatal wound, and then need to save 5 times against instant death. If your character has a fatal wound they can spend their turn either attempting to remove it or continue acting normally. Each attempt of removing a fatal wound has a 1 in 6 chance of success.
Goal: Make more chances of instantly dying at 0hp rather than being close to death. Remove the 1+ severity roll conditions.

Playtesting: Ran weekly games for 2 months using this version

In Play:
Pros: Simpler and more elegant design than the gradient of effects.
Cons: This made PC's less likely to die. I had a character survive 10 consecutive attacks while at 0 hp.

Version 3

Hit Points
“Don't Get Hit” Points. They represent your ability to survive blows that are potentially lethal through luck, skill, or toughness. When your HP runs out, you are unable to defend yourself properly, and any blow is a potentially lethal one. Any damage that would reduce you to 0 hp or less results in a roll on the death and dismemberment table. It is impossible to have negative HP, and instead a character would simply have 0 hp.
0 HP State
Once brought to 0 hp, all rolls except save are rolled twice and take the worst result.
Death and Dismemberment
Every instance of damage taken once at 0 hp is added to a 1d12. If that number is greater than a character’s current constitution score, they gain a fatal wound.
Fatal Wounds
A character who gains a fatal wound takes 1d4 points of constitution damage and must further save vs dismemberment. A fatal wound deals 1 constitution damage as poison, except successful rolls under constitution do not make the wound subside. If you have both 0 hp and a fatal wound any damage taken results in a save vs death. Any restoration of HP results in a fatal wound closing, however returning back to 0 HP reopens the wound. If a character has a week of rest, a fatal wound is removed.
Goal: Make three states of health good, bad, dying. Have fatal wounds diminish hp in the long term. Have fatal wounds work like poison. Encourage characters to stop fighting at 0 hp.

Playtesting: Ran weekly games for 2 months using this version

In Play:
Pros: Characters at 0 hp are very hesitant to fight but not fully out of the fight. Those truly injured are dying and need to get out of the dungeon or they will die soon. Fatal wounds take a while to heal and are serious
Cons: Constitution damage and taking constitution damage like poison is difficult to track at the table and makes players edit their character sheet potentially every turn. Also, people still don't die fast enough as no single blow will kill a character outright. I only know realized this was an issue with all of my own version. 

Current Version 4


Goal: Elegance and simplicity. Players can die in 1 hit again. Surgery skill also useful for limb damage. Stabilization being simple.

Playtesting: Right now in my games

1 comment:

  1. A potential option I've been messing with for a little while: any time you take damage at 0HP, reroll Trauma as if you just gained a point. It's one extra roll, but it means that anyone with a bunch of Trauma should really consider taking some time away from combat.

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