This post by subjunctive moods earlier in the year got me thinking about ablative mechanics in combat, and Phlox’s All Damage As 1d6 reignited some of those thoughts.. We all know the pitfalls of Hit Points. But we also don't want our 97th-level Kobold Paramour to be as vulnerable as a newborn babe in battle.
A few constraints on a system occur to me:
- Any attack should have the possibility of incurring a mortal wound. A stiletto to the heart is as fatal as a beheading with a two-handed sword.
- If an attack is not fatal, it ought to increase the likelihood that the next is. Someone wrote an interesting piece a little while ago envisaging Hit Points as a character’s fate, which is interesting in this context.
- A combatant with greater skill at arms should have a greater chance of inflicting a mortal wound
- A better-armoured combatant ought to have a better chance at avoiding a mortal wound
- The number of die rolls must be kept to a minimum while still preserving randomness. I know some folks like fixed values, but I don’t.
This actually ties in with some of my earlier thoughts on Hit Points as an ability score, and refinement seems possible.