Whats the crunchiest wound/hp tracking system youve ever seen?

Whats the crunchiest wound/hp tracking system youve ever seen? I don't care if its an unplayable fatal tier mess, I want to hear about it. The crunchier the better.

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  1. 10 months ago
    Anonymous

    Probably not the crunchiest ever, but the dark eye 4.1 had a pretty autistic wound system. After you get hit and take damage, you compare the amount of damage after all modifiers with half your con score. If it's more than that you take a wound that gives you -4 on all checks until it is healed. Wounds of course stack, so by the time you reach 2 or more wounds, it's basically impossible to succeed in any checks. You can make 1 check against your resilience per week of rest(without magic, which is rare and shitty) to try to heal 1 wound (even if hp is fullalready). Ofc the wound modifiers count on that roll, so with 3 wounds that resilience check ist at -12 modifier. One hard fight therfore can totally frick your character (or entire group) for multiple ingame months, depending on your access to healing magic and skilled healers( that only give you a small positive modifier to the healing rolls). If your party healer gets wounded you're also fricked, since he won't be able to heal anyone with those negative wound modifiers.

    5th edition the dark eye somewhat streamlined it to be a lot more bearable. But still involves comparing half your con score to the recieved damage, then rolling against your resilience modified by damage taken, and if you fail that roll you get a much more harmless temporary debuff. That usually is gone after a single rest.

  2. 10 months ago
    Anonymous

    There was a Swiss RPG, Tigres Volants (Flying Tigers), that was fairly crunchy. When you'd get hit by an attack, you'd deduct your armor from the weapon's penetration value. If penetration value > armor value, you'd take the difference and then add the weapon's attack factor to it (different types of ammo would modify penetration and attack value). Then, you'd divide the total by a "level" number (which depends on strength and constitution - normal humans would typically have a score of 3, 4 or 5). The result would then be multiplied by a fix number depending on the hit location. Finally, you'd compare the total with a wound chart, which would indicate the wound's severity, and eventual stun checks, penalties and other effects like bleeding. If the wound is a mortal wound, then, you'd check the mortal wound table for the hit location.

  3. 10 months ago
    Anonymous

    if you could extract the rules for Dwarf Fortress and put that to paper, it would be the winner
    >your right eyelid was cut off by the goblin's knife. You must now clean dirt out of your eye manually

  4. 10 months ago
    Anonymous

    GURPS has a fairly complex wound system.

    If an attack hits the enemy's armor is divided by the attack's armor divisor value, and the rolled damage reduced by the armor in that hit location.
    Then, the damage is multiplied depending on damage type (crushing 1x, cutting 1.5x, impaling 2x, and more esoteric damage types), and hit location (Cutting to the neck is 2x, impaling to the heart is 3x, impaling to the arm is 1x, any attack hitting the skull is 4x, etc.).
    Finally, depending on the amount of injury (damage adjusted for multiplier), the enemy may suffer Shock (short term reduction of abilities), a major wound (More than half HP), which may lead to Knockdown and Stunning (Short term stunning), or Crippling Injuries (Short or long term disabling of limbs, depending on another roll).
    Once the enemy is reduced to 0 HP they start making rolls to stay conscious.
    Once the enemy reaches -1xHP they start making rolls against dying.

    • 10 months ago
      Anonymous

      SHUT THE FRICK UP ABOUT G U R P S ALREADY

      • 10 months ago
        Anonymous

        Serious question: why does everyone on this board hate gurps so much?
        I've never played it (Though I constantly get told "Go play gurps!" when discussing esoteric concepts) as it what I've heard sounds overly esoteric compared to other d20 systems, but I know it tends to elicit an immediate hate response here in threads. (and rarely see gurps centric threads pop up)

        • 10 months ago
          Anonymous

          people b***h and moan primarily because gurps fans are very loud when it comes to recommending it, and because you can do almost any setting with it so its an automatic recommend for most /tg/ related questions. Its also a game with a lot of popular misconceptions and bullshit slung its way, so people generally react with aggression towards it.

          Most people on /tg/ who get irrationally angry about GURPS either have never played it and just know the memes, looked at the 400 page rulebook called "basic set" and concluded it was unplayable, or are baiting for replies and don't want an actual answer. (There's also the occasional legitimate criticism thrown in). Also GURPSgen exists if you want a GURPS focused thread, but its extremely slow.

        • 10 months ago
          Anonymous

          It's the exact inverse of hytnpdnd

          • 10 months ago
            Anonymous

            yeah pretty much. Its the answer to so many questions here that people get tired of hearing it, because ultimately they don't want a solution to their very specific problem.

      • 10 months ago
        Anonymous

        Sorry that GURPS is better at playing your favourite setting than your pet system.

  5. 10 months ago
    Anonymous

    Rifts has a wounds and penalties table so autistic that it's entirely optional. It's maybe 15 pages long.

  6. 10 months ago
    Anonymous

    Hackmaster. Armor increases to hit and decreases damage.

  7. 10 months ago
    Anonymous

    Phoenix Command's HP system isn't that complex compared to its reputation, but it's definitely crunchy. First of all the process of calculating damage deserves a mention, after you roll to hit you need to determine the location, possibly multiple times (if you fire at a single target with a Remington 12 gauge shotgun from 10 feet away, for example, you'll be rolling 11 times), then (if you're using the "basic" rules) you need to roll to figure out (based on the armor of the location and pen of the weapon) if it's glancing, low-velocity, or over-penetrating (over-penetrating is the only case where the weapon's damage class comes into play).

    Now we get to the damage itself. First you will need to compare the total damage that you've taken this combat to your knockout value (KV, a good soldier will have 50 KV), if it's 10% of your KV you have a 10% chance of being incapacitated (this doesn't necessarily mean knocked out, it could just mean that you hesitate and lose actions), if it's 100% of KV you have a 25% chance, double is 75%, and triple (or more) is 98%. Of course, many shots can just out-right disable whichever part of you they hit (even if they only do low-velocity damage) and some over-penetrating damage will outright kill you. You have a 5% chance of doing thousands of damage with a low-velocity hit (based solely on location).

    At the end of combat (or possibly during) you'll need to deal with healing and recovery. If you were knocked out you'll roll a D10 and cross reference your total physical damage. If you were incapacitated by less than 50 damage you'll be back between 1 pulse (half a second), or 11 pulses (5.5 seconds). If it was over 1000 damage you'll be out somewhere between 5 hours and 6 days...

    • 10 months ago
      Anonymous

      That is, assuming that you survive. To figure this out you need to find your modified damage total by multiply your total damage by 10 then dividing it by your health stat. After an amount of time (defined by your damage total and the care you received) you will roll a d100 to see if you die. Something as low as 5 damage (about the damage of a low-velocity shot to an extremity) could turn fatal (5% chance of dying after 79 hours) without treatment. If you get to an aid station before then you're guaranteed to survive up to 20 damage though. The aid station only has a 1% chance to save you from 3000 damage (low-velocity shot to the eye) after 21 hours but a modern hospital would have a 39% chance of saving you after 18 days. You are guaranteed to live right up to the check (there are more advanced rules for this that require easier checks for each third of the time.

      And then surviving doesn't mean that you've recovered. Each level of damage has a healing time, the lowest being 17 days at 5 damage and the highest being 123 days at 100,000 damage. As far as I know there is no way to reduce this and no rules for how healed you are one day before the time is up. Also, you can easily take over 100,000 damage, so I guess it only takes 4 months to recover no matter how much damage you take.

      Melee combat uses a completely different system which I won't even pretend to be familiar with.

      Serious question: why does everyone on this board hate gurps so much?
      I've never played it (Though I constantly get told "Go play gurps!" when discussing esoteric concepts) as it what I've heard sounds overly esoteric compared to other d20 systems, but I know it tends to elicit an immediate hate response here in threads. (and rarely see gurps centric threads pop up)

      Mostly because of the obnoxious fans (see

      people b***h and moan primarily because gurps fans are very loud when it comes to recommending it, and because you can do almost any setting with it so its an automatic recommend for most /tg/ related questions. Its also a game with a lot of popular misconceptions and bullshit slung its way, so people generally react with aggression towards it.

      Most people on /tg/ who get irrationally angry about GURPS either have never played it and just know the memes, looked at the 400 page rulebook called "basic set" and concluded it was unplayable, or are baiting for replies and don't want an actual answer. (There's also the occasional legitimate criticism thrown in). Also GURPSgen exists if you want a GURPS focused thread, but its extremely slow.

      ), but also because it's a disappointingly mediocre game with glaring flaws which aren't even hilariously bad.

      • 10 months ago
        Anonymous

        >it's a disappointingly mediocre game with glaring flaws which aren't even hilariously bad.
        I'm not sure I've ever heard a criticism that isn't either about how the basic set doesn't have premade genre specific characters, or is some version of "there is too much option and it make brain hurt"

        • 10 months ago
          Anonymous

          I mean I can criticize it's poor rules for vehicles and thats despite adoring GURPS. I don't think its a make-or-break thing, though.

  8. 10 months ago
    Anonymous

    Rolemaster is the crunchiest I've personally played. By quite a bit.

  9. 10 months ago
    Anonymous

    the crunchiest one i used is fron this italian post-apoc game called nameless land. the system is d100 roll low, but when you roll for an attack you also check the last digit of your result, which tells you the hit location (unless you used a called shot). so if you roll a 19 you hit the head, because 9=head. also weapons dealt both damage and lesions, which are kinda like penetration (so depending on the resistance of the armor on the target body part they might deal no damage, deal reduced damage or even damage or destroy the armor). a character has a single hp pool but individually tracked lesions for each body part (things like robots have only lesions and no hp). reaching your max lesion score in a part disables, giving you penalities, and reaching double your max destroys it
    i dont really like the system but the damage rules are... interesting enough, they aren't realistic and a bit too bookkeepy but make for fun gameplay

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