The Development of a Damage System
In a game
about kung-fu, you’re sunk without a robust damage system for tracking wounds.
We again inherited
the framework of a fantastic wound system from the precursor game. The Ripples
system was an abstracted damage system that lumped all varieties of harm (even
social and spiritual harm!) into an increasing pool of dice. When a deadly
enough attack struck, these dice were rolled and the highest set was matched to
make a Chi Condition.
These
conditions were both narrative and mechanical in turns. A character was
expected to adhere to the narrative applied to them by the wound (which could
include anything! Broken arms, suicidal depression, overzealous adherence to
duty… Anything!). When their actions or descriptions did not align with this
narrative, they instead took a mechanical penalty to compensate.
The
foundation of this system was brilliant. It balanced narrative reality with
mechanical incentive. The only issue was one of implementation.
One of the
issues we recognized added to the bloat of combats was that there was no
terminus point to damage. A character could have a billion ripples as long as
they weren’t rolled by a sufficiently powerful attack. But this was secondary
to the issues that arose with the Chi Conditions.
As it ran at
the table, conditions could pile on very quickly, but they only rarely had a
tangible game effect. The amount of steps to placing them led to an excessive
over-balancing, meaning fights could drag on with very little change for many
rounds.
There were
no clear guidelines describing what could be a narrative wound, which led to
such bizarre scenarios as a foe having “only the palms of his hands” burned so
that he could not use his sword without penalty. Let it not be said that my
players cannot find a mechanical advantage even in the most narrative of rules.
Most
unsatisfying to myself, was the contrast of a particular brilliant idea with
its own antithesis. At the end of a combat, all accumulated ripples were rolled
to place on lasting consequences from the battle.
I loved this rule. It meant that as wounds piled on,
even though they had no immediate effect (avoiding the dreaded “death spiral”
of most wound systems) they did increase the risk of lasting consequences.
The let-down
came in the recovery rules. First, they had to get through the character’s full
defense, being reduced in severity by the result! Second, Characters got to
roll their full, unmodified die pool constantly
to reduce and recover these conditions, so even in the case where such
conditions were even applied they swiftly vanished.
We addressed
these issues in turn:
It was first
proposed to implement a balance that actually appeared in the Legends rules: a
track of ripples that left a character vanquished when it was filled. This
created a clean terminal point to conflict, and gave characters a sense of
urgency as they took wounds.
We renamed
the Chi Conditions “Imbalances”. The old term had too much baggage with the
previous game’s “secret arts”.
We did
retain the “damage as dice” framework. We added that as a character continued
to take damage that the severity of the Imbalances they received would increase
appropriately.
Finally, to
add between-combat “teeth” to Imbalances, we made the natural healing very slow. We balanced this out with a
faster and riskier option of healing others with what amounted to field
medicine.
Imbalances
have a rules framework that demands a dramatic payoff. It doesn’t really matter
what form that payoff takes, but if they go out with a whimper rather than a
bang, a player is left wondering why they bothered to record them on their
sheet at all.
So my
thinking was, whether dealing with the natural character arc that would heal
the imbalance or sweating it out on an operating table, there needed to be
tension and drama generated by the imbalance. In this way, rather than serving
a pure “hamper the players” style utility purpose, imbalances drove gameplay
into the desired shape.
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