K wrote:A health system like your proposal is not going to let you make mistakes. It still includes potential one hit kills on characters, which is terrible.
No. As RC said, a Health Level system can potentially make there be less one-hit kills, because the death margin scales up to your character automatically.
More importantly, it's going to get rid of the weirdness with two hits that a hit point system always enjoys. See, when a a guy has 10 hit points, and is hit for 50, he explodes. He's totally dead, proportionately he's out the door. But if he's hit twice for 8 points of damage, he's just unconcious.
But the guy with 60 hit points can shrug off the 50 point attack no problem. Proportionately it's about the same as the 8 point attack on the 10 point dude. But the second 50 point attack is not like the second 8 point attack on the 10 point dude at all. It's just like a 50 point attack on the 10 point dude - you're dead.
Scaling up the hit points, and the attacks, does not give you more second chances, it makes your second chances worth less and less because the amount of over-damage you're going to finally go down under is going to loom larger and larger. If you want people to have extra chances, you should just give them extra chances.
Give out some Karma Points or Action Points and let people spend them down to avert death or dismemberment. If they were purely defensive and actually good, they would really feel like they were your luck running out.
K wrote:I mean, Shadowrun is the game that has health level systems, and after playing that, it seems a bad idea since characters become useless after even the smallest amounts of damage.
That's an artifact of the d6 and TN system. In a d20 and DC system, a small injury penalty isn't as big of a problem. The standard TN is 4+, so a 1 point penalty reduces your success by 33%. In a d20 and DC system, you roll a single die where the standard DC is 11, so a 1 point penalty reduces your success by 10% - that's much more manageable.
And of course, if you really don't like the injury penalties, you can have a health level system without them. Static Health Levels just means that the amount of hit points you have is fixed, and the scaling happens in the determination of how many of them you lose from an attack. Since this essentially logs the numbers we have to deal with, things become incomparably more manageable.
I mean, in a hit point system someone who is twice as tough needs twice as many hit points. In a health level and DC system, someone who is twice as tough has about a +6 to their defense roll. After you scale things up, say, a thousand times (about a thousand times the hit points, or about +60 defense rating), you can see how it might get a lot easier when the logarithm is working with you instead of against you.
-Username17