Quote:
Originally Posted by Trifletraxor
I'll probably go with rolling for hit location (so you can have different armor), and say damage above 50% of total results as below 0 HP in that location for RQ, 100% of total leads to sever/maim, and death at -POW HP or any round below 0 total HP that you don't succeed with a POW x5 roll (or if severing/maiming a vital location).
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Quote:
Originally Posted by Atgxtg
One thing I was thinking of was to use hit locations, but get rid of HP/location. Instead kicking the damage dice up a step for head hits and down a step for limb hits (or maybe up/down two steps). Then treat a major wound as a disabled location.
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Sounds pretty similar to what I've been using recently (have I said this before?):
HP = SIZ*/2, roll location (if rqd), 0hp or below disables location, -5 is Serious wound**, -10 is Critical wound**, -CON is dead.
* (Or use your favourite method to calculate HPs, and divide that by 2.)
** Each location has a small sub-table of possible Serious/Critical wounds, i.e. one for each sub-location (elbow, forearm, etc).
(Edit - Serious: break or similar; Critical: sever/maim).