Post by Adminenkainen on Nov 30, 2023 22:40:54 GMT
H&H follows the same model most RPGs learned from D&D, of victory through attrition in combat. Like D&D, H&H uses hit points, that go away as you take damage. I have always used this mechanic because it works really well -- it speeds play through the combat by keeping the details abstract, but still keeping the battle exciting, and sometimes of epic length at higher levels.
It has never emulated golden age comic books particularly well; most golden age battles are over in one hit. It also runs painfully slow in message board play.
So here's a rough draft for an optional combat resolution system:
Whenever the Heroes' combined Hit Dice are greater than the mobsters' combined Hit Dice, the results of the battle can be rolled for immediately, on the following tables:
Fighter
1 Fighter loses the fight and is unconscious
2-4 Fighter wins, but it was very tough - Fighter lost 10-60% of hit points and 1-100% of the mobsters managed to escape (divide percentage between number of mobsters, rounding up)
5-7 Fighter wins, but it was tough - Fighter lost 10-40% of hit points, and 10-40% of the mobsters managed to escape (divide between # of mobsters, rounding up), but can still be followed
8-9 Fighter wins, but it was kind of tough - Fighter lost 1-20% of hit points (rounding up), some important item of the Fighter's was broken or went missing, but all the mobsters were defeated
10 Fighter won easily, no hit points or equipment lost (ammo loss still possible), and all mobsters were defeated.
Mysteryman
1-4 Mysteryman loses the fight and is unconscious
5 Fighter wins, but it was very tough - Fighter lost 10-60% of hit points and 1-100% of the mobsters managed to escape (divide percentage between number of mobsters, rounding up)
6 Mysteryman wins, but it was tough - Mysteryman lost 10-40% of hit points, and 10-40% of the mobsters managed to escape (divide between # of mobsters, rounding up), but can still be followed
7 Mysteryman wins, but it was kind of tough - Mysteryman lost 1-20% of hit points (rounding up), some important item of the Mysteryman's was broken or went missing, but all the mobsters were defeated
8-10 Mysteryman won easily, no hit points or equipment lost (ammo loss still possible), and all mobsters were defeated.
I need more time to consider how powers and spells would affect this.
It has never emulated golden age comic books particularly well; most golden age battles are over in one hit. It also runs painfully slow in message board play.
So here's a rough draft for an optional combat resolution system:
Whenever the Heroes' combined Hit Dice are greater than the mobsters' combined Hit Dice, the results of the battle can be rolled for immediately, on the following tables:
Fighter
1 Fighter loses the fight and is unconscious
2-4 Fighter wins, but it was very tough - Fighter lost 10-60% of hit points and 1-100% of the mobsters managed to escape (divide percentage between number of mobsters, rounding up)
5-7 Fighter wins, but it was tough - Fighter lost 10-40% of hit points, and 10-40% of the mobsters managed to escape (divide between # of mobsters, rounding up), but can still be followed
8-9 Fighter wins, but it was kind of tough - Fighter lost 1-20% of hit points (rounding up), some important item of the Fighter's was broken or went missing, but all the mobsters were defeated
10 Fighter won easily, no hit points or equipment lost (ammo loss still possible), and all mobsters were defeated.
Mysteryman
1-4 Mysteryman loses the fight and is unconscious
5 Fighter wins, but it was very tough - Fighter lost 10-60% of hit points and 1-100% of the mobsters managed to escape (divide percentage between number of mobsters, rounding up)
6 Mysteryman wins, but it was tough - Mysteryman lost 10-40% of hit points, and 10-40% of the mobsters managed to escape (divide between # of mobsters, rounding up), but can still be followed
7 Mysteryman wins, but it was kind of tough - Mysteryman lost 1-20% of hit points (rounding up), some important item of the Mysteryman's was broken or went missing, but all the mobsters were defeated
8-10 Mysteryman won easily, no hit points or equipment lost (ammo loss still possible), and all mobsters were defeated.
I need more time to consider how powers and spells would affect this.