I’ve been seeing some discussion on 0 hp and death in old school systemsthe past few days, and it’s the discussions have helped me clarify my thoughts a bit. I didn’t change my mind on any element, though I did get a firmer grip on exactly what I want.
A long standing criticism levelled at D&D has been the binary condition of a combatant–at full capability with even a single hit point remaining and then dead at 0 hit points. Nothing in between, no slowing down, no requiring some recovery before launching yet more attacks, just rock ’em, sock ’em robot mode until death.
I think this is an extremely valid criticism. D&D’s abstractions tend to take something that marks an activity in reality and slips it into the system in some fashion. Combat, for example, involves lots of attacks and parries and dodging and feints and so forth, with a baseline of a single attack sequence having a chance of solidly inflicting damage on the foe. This does reflect the realities of fighting in large degree, so the abstraction is modeled around it.
Well, in reality, fighters aren’t generally going to be able to go all-out non-stop up until they die. I know that I slowed during fights as the toll of activity caught up to me–and I wasn’t taking serious damage from live weapons. I wasn’t as quick at the end of a round as at the beginning. I wasn’t as sharp after several rounds as at the beginning of the bout. It would make sense to build that sort of loss of capabilities into the combat abstraction.
I’ve long been a fan of Leading Edge Games’ Sword’s Path: Glory rules. One of the design choices that impressed me a great deal was that of damage generating so much shock and the character having to save based on that amount to stay in the fight; it also detailed broken bones and the like that could affect fighting capabilities. This made any given strike a crap shoot for the victim–will they remain conscious and in the fight, and will they still be able to continue to fight without constraint? That core idea, that one has to save vs the damage taken to maintain capacity–and that may not be full capacity–is something that I think makes for a better play experience.
So, I’m building that into my system. PCs don’t have a pool of points that dwindle until they’re out of the fight. They accumulate trauma and have to check once they take so much damage to see if they stay conscious. When the accumulated trauma surpasses designated thresholds, they lose some capacity to fight, whether slowed a bit in combat order or movement or attacking with a bit less accuracy or doing less damage. Minor penalties, individually, though they can make for real troubles when stacked together. Those penalties then make it easier for the character to get beat up and knocked down and out. (Yes, it’s a death spiral–don’t get stuck in long fights where it can happen, if you value your PC.)
A major part of the discussions I’ve been reading has involved ways to mitigate the sudden onset of death a bit. Gygax, himself, in AD&D, offered up the option of the “death’s door” rules, where a PC reduced to 0 hp (with a further option of stretching that to -3) is down and dying, though not yet dead. Others have offered up the idea that PCs can survive getting downed via saves and so on, with the caveat that the cost of the PC making it through alive is that the PC has to face the chances on a dismemberment table of some sort. Yes, Aldric, the Mighty, survived the giant’s attack at the cost of losing two fingers on his sword hand.
One can see that the approach of wounds affecting capabilities during the fight can readily lead into the idea that getting incapacitated during combat could result in long-lasting or permanent wound effects. As a player has to save to stay in the fight as the PC gets worn down, the player also has to save vs the totality of the damage inflicted to avoid losing something after being incapacitated. A gimpy leg or arm, balance slightly off, something. I don’t want it to be a major element in play, so the odds will be generous in avoiding such. I want the threat to be present, however, to help spur lots of caution over fighting with large, nasty beasties.
The two of those elements taken together provides a couple of solid reasons to deal with any fighting cautiously. A PC can get KOed early on by taking a solid shot and then have a permanent gimp of some sort thereafter. The converse is that the PC could fight on long past when they could have been expected to still be conscious and fighting in a most heroic fashion and then come out of it without any lasting effects. The story of that fight would make for a campaign legend, I think.