Here's a game philosophy question: What does an extra damage, critical damage, increased damage skill mean?
More accurately, what are the game mechanics justifications for such skills? One fo the central issues that the Tellings revision faces is to push what seems to be proprietary to Tellings and to soften, retool, or remove mechanics reminiscent of other game systems. The whole mechanic of doing extra damage or critical damage is common to many games, of course. It is a perk, a special effect, a game changer. For example, backstab in most games is about striking an opponent from behind, from surprise, ignoring most defenses, and inflicting double or more damage. This makes sense for games like D&D when a character's wound level is measured (generally) by how many hit points they have. Therefore, an attack that does a lot of HP damage is a "big deal" and can be overlaid with additional rules about incapacitation.
However, for Tellings, this kind of thing is covered by hit location, Trauma Point, and Trauma% rolls. In other words, the measure of whether a strike is a "big deal" or not is different than a big hit to a HP pool. In fact, most Tellings characters never really gain additional BODYpts. Wounds and critical wounds work differently.
Therefore, does it make sense to have skills like Killing Strike, Charge, or Crushing Blow (which can do up to 4 x damage)? Wouldn't buying Weapon Skill Levels: Damage and increasing Attack Score to make called shots more effective fit the game philosophy more? Or is there a place for some critical damage skills modified and tailored for the Tellings system of damage?
Would something like changing Find Weakness to allow the character to change their weapon/attack damage to PEN damage make more sense?
Showing posts with label increased damage. Show all posts
Showing posts with label increased damage. Show all posts
Wednesday, March 10, 2010
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