Another alternative I've contemplated is a "wound" system like D6 or True20. I haven't thought it all the way through, but here's a first attempt.
Originally Posted by Darkholme
1. Weapons have a "survivability" rating, perhaps based on RQ6 difficulty grades: Very Easy, Easy, Standard, Hard, Formidable, Herculean.
2. Characters have five (or so) wound levels. Stealing from D6, these are Wounded, Severely Wounded, Incapacitated, and Mortally Wounded, plus Dead. Each has a checkbox next to it. Successive Wound Levels impose increasing penalties to skills and movement. Incapacitated restricts the character to one AP a round and Endurance rolls every combat round to stay conscious. Mortally Wounded permits no actions and Endurance rolls every minute to stay alive.
3. When hit, characters make an Endurance roll at the weapon's survivability level. A Critical Success means that the character takes no damage. Success means that the character checks off Stunned or worse, Failure means Wounded or worse, and a Fumble means Incapacitated or worse.
4. If a checkbox is already filled, characters check off the next worse level. For example, if a character is Wounded but not Stunned, and succeeds a survivability roll, he will still be Wounded. The next time, though, he will take Severely Wounded whether he succeeds or fails; a critical will mean no damage, a fumble goes directly to Incapacitated.
5. Armor increases the survivability rating by one to three levels. Unusually large or deadly weapons might add directly to minimum wound level, e.g. critical success means Stunned or worse, Success means Wounded or worse, etc.
Again, I haven't thought this through completely. I'm borrowing from roll-over systems with unlimited degrees of failure which are hard to translate to a roll-under system with exactly two degrees of failure. As written, for example, there's no way to kill someone with one blow, and being Incapacitated is a 1 in 100 chance. This system emulates Total Hit Points and obviously doesn't accomodate hit locations or RQ6 Special Effects (MRQ2/Legend Maneuvers).
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