amaunor's page

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I would tend to agree. How can someone simply shrug off being gouged with a sword, for example?

If I remember correctly, SWSE uses a hit point system with a "damage threshold." If you take too much damage from a single blow, you move down the condition track, representing lasting injuries and exhaustion. As you move down the condition track, you gather penalties to all your actions until eventually you are knocked unconscious (if you aren't killed outright first).

It's quite an elegant system, and I use it in my games because I think it addresses this issue quite nicely.


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