其实这个不打血的机制,我觉得你可以和千年乐章的负责人聊聊,他和你的思路很像
948476585
这是他们的群号
Savage Worlds:
应用伤害( Applying Damage)
如果伤害骰小于目标的坚韧,则对方只是挨了一下但没造成游戏效果。若伤害大于等于目标的坚韧,目标就会动摇。伤害骰上的每个优良会造成1点损伤:
- 成功:角色动摇。若目标已动摇,而且第二下是来自某种实际伤害(比如说,并非某一考验导致的动摇),目标就会保持动摇且受到1点损伤。
- 优良:伤害骰每出现一个优良目标就会受到1点损伤,并且动摇。
伤害效果(Damage Effects)
伤害造成的结果有三种:动摇、损伤和无力化。
动摇(Shaken)
动动摇的角色被割伤、打肿或因其他原因陷入慌乱。他们只能进行自由动作,比如移动(包括奔跑)。在角色自己的回合开始,动摇角色必须投心魂属性骰以尝试从动摇中恢复。这是一个自由动作。
- 失败:角色保持动摇。角色只能进行自由动作。
- 成功:角色不再动摇,可以正常行动。
消耗助力点:角色可在任意时刻消耗1点助力点移除动摇(非自己回合亦可)。
动摇的更多细节
动摇和损伤可能对于新玩家来说容易混淆,以下表格可能有所帮助
伤害 | | 目标未陷入动摇 | | 目标已经陷入动摇 |
成功(伤害超过坚韧0-3点) | | 动摇 | | 1点损伤并动摇 |
1个优良(伤害超过坚韧4-7点) | | 1点损伤并动摇 | | 1点损伤并动摇 |
2个优良(伤害超过坚韧8-11点) | | 2点损伤并动摇 | | 2点损伤并动摇 |
3个优良(伤害超过坚韧12-15点) | | 3点损伤并动摇 | | 3点损伤并动摇 |
举例:
- 红受到1点损伤,她同时也陷入动摇。
- 红陷入动摇,并受到1点损伤,她有1点损伤并保持动摇。
- 红已经动摇,然后再次被动摇(没有1点损伤)。则她现在受到1点损伤并保持动摇。
- 红受到两点损伤并已经动摇。她再次受到另一点损伤,现在她有3点损伤并保持动摇。
损伤(Wound)
伤害骰上的每次优良都能造成1点损伤。龙套只要获得1点损伤就会无力化。(没有强韧能力的话,见178页)。他们死去、受创、或因其它原因脱离战斗。
不羁角色能承受三点损伤而且仍然能继续行动(特定专长或能力的话则还能让其承受更多损伤)。再多的伤害不会对其造成额外损伤,而是会让他们无力化。
损伤减值(Wound Penalties):角色所受的每点损伤都会使移速(最少为1英寸)和所有特性骰承受可叠加的-1罚值——最多到-3。
时点(Timing):偶尔角色会在同一张行动卡内被击中数次。每个伤害骰单独分开结算,完全结算完后再结算下一个(包括化解骰)。
无力化(Incapacitation)
无力化的角色不能进行任何动作,但仍需要发行动卡,因为遭遇接下来的时间里他们仍有机会复苏,也需要为某些效果投骰子(比如失血,见下文)。角色无力化时,会影响抽行动卡的专长或负赘如迅捷、身先士卒、犹豫不决等其效果将被忽略。
若因伤害或受伤而导致无力化,角色必须马上进行一次活力骰:
- 大失败:角色死亡。
- 失败:骰创伤表。这项创伤是永久性的,且角色失血,见下。
- 成功:骰创伤表。这项创伤在所有损伤被治疗后移除。
- 优良:骰创伤表。这项创伤24小时后或所有损伤被治疗后移除,取其先者。
创伤表
2D6 | | 损伤 |
2 | | 私处:如果创伤是永久性的,不用奇迹般的手术或者魔法的话就会彻底失去生育能力。该结果不会有其他效果。 |
3-4 | | 手臂:受害者再也无法使用其左手或是右手(若没有选定目标则随机投骰)。 |
5-9 | | 内脏:你的英雄体内某处受创,骰1d6来决定: 1-2 碎裂:灵巧属性骰子类型下降一级(最低到d4) 3-4 破裂:活力属性骰子类型下降一级(最低到d4) 5-6 爆裂:力量属性骰子类型下降一级(最低到d4)
|
10-11 | | 腿部:获得缓慢负赘(次要),如果已经有缓慢负赘或是双腿受伤则是主要负赘 |
12 | | 头部:角色头部受到了痛苦的创伤。骰1d6来决定 1-3 骇人伤疤:你的英雄现在获得了丑陋(主要)负赘 4-5 瞎眼:一只眼睛受损,获得独眼负赘(如果他只有一只眼睛能用的话则是目盲负赘) 6 脑残:头部受到巨创,聪慧属性骰子类型下降一级(最低到d4)
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角色不能进行任何动作,且有可能会失去意识(GM判断)。受害者之后每天都需要进行一次活力属性骰,成功后才会脱离无力化状态(或失去意识状态)。这段时间内也能治疗损伤(见96页自然恢复Natural Healing)。
失血(Bleeding Out):受创角色濒死,在他每个回合开始时必须进行活力属性骰。失败就会死亡。成功能暂时活着,但在下回合必须继续骰(非战斗状态为每分钟一次)。只有出现优良,角色才能稳定伤势,不需要继续投活力骰。
其它角色可以进行一个医疗技能骰来阻止受害者失血。这是一个动作,成功会使患者伤势稳定。
治疗奇术可以稳定损伤,如同某些再生功能的生物成功通过“自然”恢复骰一般。
余波 & 龙套们(Aftermath and Extra)
如果要判断龙套在战斗中陷入无力化后会怎么样很重要,则为每个龙套单独进行活力属性骰。成功活下来的必须加以照料,俘虏或释放掉。而这可以在狂野的战斗后为英雄们提供更为有趣的挑战!
d20srd,Unearthed Arcana-
https://www.d20srd.org/srd/variant/adventuring/injury.htm
Injury
The d20 game’s hit point system is an easy and effective way of measuring character health—but it’s somewhat abstract. This variant eliminates hit points, and simply determines whether characters are hurt or killed every time they’re hit in combat.
Determining Injuries
When using the injury variant, characters no longer have hit points. Instead, a character’s injuries accumulate until he becomes disabled or dying (or staggered or unconscious, if he has taken nonlethal damage).
When a character or creature takes damage, divide the damage dealt by the attack by 5 (rounding up). The result is the damage value of the attack. For example, if you are hit by an attack that deals 12 points of damage, the attack has a damage value of 3 (12 divided by 5, rounded up).
To determine if you are injured, make a Fortitude save to resist injury. The DC is 15 + the damage value.
If you succeed on the save, you suffer no ill effect from the attack.
If you fail the save by less than 10, you have taken a hit. (If the attack dealt nonlethal damage, the hit is a nonlethal hit.) Each hit you take imposes a cumulative -1 modifier on future Fortitude saves to resist injury.
If you fail the save by 10 or more, you are disabled. (If the attack dealt nonlethal damage, you are staggered.)
Automatic Success and Failure
A natural 20 on a Fortitude save to resist injury is treated as an automatic success, just as normal. A natural 1 is always treated as if the save failed by 10 or more.
True20:
Damage and Recovery
Anyone hit with a damaging attack makes a Toughness saving throw. This is a roll of d20 plus Toughness, which measures the ability to avoid or shrug off damage. Resisting damage has a base Difficulty of 15 plus a modifier equal to the attack’s damage bonus. For unarmed attacks, this is the attacker’s Strength score. For weapons, this is the weapon’s damage plus the attacker’s Strength score. For example, an attacker with Strength +1, wielding a short sword (damage modifier +2) has a total damage modifier of +3. So, resisting this damage is Difficulty 18 (15 + 3).
Toughness Saving Throw = d20 + Constitution score + feats + armor versus Difficulty 15 + attack’s damage bonus
If the Toughness saving throw succeeds, the target suffers no significant damage, nothing more than a slight scratch, bruise, or torn clothing. If the Toughness save fails, the target suffers damage. How much damage depends on the type of attack (lethal or non-lethal) and the amount the Toughness save result is below the Difficulty.
Lethal Damage is inflicted by weapons, from cutting and piercing weapons like swords and spears to heavy bludgeoning weapons like hammers and maces.
A failed Toughness save against a lethal attack means the target is hurt. Each hurt result imposes a –1 penalty on further Toughness saves. If the Toughness save fails by 5 or more, the target is wounded; mark down a woundedcondition on the Damage Track. A wounded result also imposes a –1 modifier on further Toughness saves. If the Toughness save fails by 10 or more, the target is disabled; check off the disabled box on the Damage Track. If the Toughness save fails by 15 or more, the target is dying; check off the dying box on the Damage Track. If a target suffers a result that is already checked off, check off the next highest result, so if a target is already wounded and suffers another wounded result, check off the disabled box. If that’s already checked off, check off the dying box.