I've been considering this rule for the games that I run.
Instead of losing an entire health stone for one or two energy stones of damage, a character may choose to lose double the stones of damage done from their energy reserve for each stone remaining after the damage has been divided by three and lost from the character's health. If a character doesn't have enough total stones in their energy reserve, they must lose a stone of health for the one or two remaining stones.
Does anyone believe this going to do anything horrible to my games? Has anyone tried anything similar?
I surmise that it may make combat a little more drawn out, and I'm okay with that. Will this crazy damage make me crazy in any way?
Post by Kaimontfendo on Oct 13, 2007 11:40:39 GMT -5
Sounds strange, and I'm not sure how it would turn out. As long as you don't have a bunch of characters with uber-high special intelligence energy, I don't think it would break the system too badly.
Personally, I think it would be better to use thirds of a stone. For example, 1 white stone = red stones, and whenever a character takes one red stone of damage, they break a white into 3 red, and remove one of those from their Health. The only reason I haven't done this yet is that I think it could get somewhat confusing, and I suspect that your suggestion may do the same.
Still, if you want to, go for it!
I'm the best at what I do... And what I do is lurk.
I personally like the way Kaimontfendo suggested handling it, and have used this before. Without it, fights with major enemies can end too quickly. Damage is taken off in red stones with energy being impacted based on full white stones. Basically, if you take a single red stone of damage in one panel, then your energy regen is brought down as though you lost a full white. If you take a single red stone in your next turn, your energy regen isn't impacted, but you're closer to getting into the next white. The only problem I see with treating combat like this is the Luck Modifier, which, in one function, is meant to let characters get through opponents based on only dealing 1r damage. As a +6CL Mod, this rule nerfs it a bit too much.