In the 7.5 rules, damage
dealt can be distributed to the recipients in whatever way the winning
side(or GM) sees fit. This is a brilliant little rule because of course
it begs to then be justified in a narrative.
What results is
that I could see it be tempting to deal all of the damage towards the
most powerful character when fighting multiple opponents, attempting to
take them out first. Now combat in real life doesn't exactly work this
way. People are often defended or protected by others.
Here is a optional mod to shake combat up and to address what I described above
When making your combat roll add yet another colored d6 to determine the following results:
If PCs win then on a:
6 - strongest enemy takes at least 75% or more determined by
PCs
3-5 - damage division is determined by party
2 - damage dealt equally
1 - weaker characters take a 75% or more(divided equally if more than 1)
If the enemies win then:
6 - weaker character takes at least %75 or more damage (divided equally if more than 1)
3-5 damage dealt equally
2 - players choice as to how damage is dealt. (describe a sacrifice or 'jumping in front of a bullet' maybe?)
1 - strongest character takes at least 75% of damage or more
This obviously can be tweaked for balance and I need to try it out in action just to verify what I think could work well.
Especially
with solo play, this table can prompt a another simple way to narrate combat(how do the weaker characters take more damage? what happens?) based on results and
give a very simple random AI to monsters based on the d6's results. It could even suggest enemy movement in a very loose way.
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