Firstly, this is amazing material. I hope Tim is negotiating furiously for you to publish it with/through him! LOL
On the Damage Systems note...
Tim and I had a discussion some months ago about that sort of thing. I introduced a Wound Threshold into my game. Basically- if you take your wound threshold in Hits from a single attack you start to suffer incremental penalties. I play a lot of d6 currently- so, the penalty structure is based off of that. I was tweaking how to calculate the threshold as we went. But here is a sample based off of a Threshold of 5.
26+ Critical Injury -5 * Save vs. Con or Death
21-25 Severely Injured -3 ** Must Make Save vs. Will or Flee Battle
16-20 Injured -2 ** Must make Save vs. Will or Flee Battle
11-15 Hurt -1
6-10 Dazed -1 until next action
1-5 No Effect
The real success of this is that I introduced scaled enemies into the game. Tim will recognise it from some of my previous writing: But you scale the threshold based on the Challenge Rating of the Enemy: Vermin, Minion, Average, Tough, Strong, Mighty. Then if they have a CON bonus it adds to the Threshold.
Example: Vermin Threshold 3, Minion 5, Average 7, Tough 9, Strong 11, Mighty 13
The end result was quicker battles as weaker foes would flee or perish due to the threshold. It is a huge departure from core Novus rules- but, the BEST aspect of Novus is that it is customizable (as we have mentioned elsewhere). I only play tested from levels 1-3. The characters used the Threshold of Average 7+their CON bonus.
Another neat aspect is that to adjust the scale of the game you can simple adjust the Threshold up 1 degree for the players. So, to run a higher-end, epic scale, game you can use the Tough 9+ Threshold for players.
Oh, and you can run a game without Hits using it if you want. But, I haven't tried that.
26+ Critical Injury -5 * Save vs. Con or Death
21-25 Severely Injured -3 ** Must Make Save vs. Will or Flee Battle
16-20 Injured -2 ** Must make Save vs. Will or Flee Battle
11-15 Hurt -1
6-10 Dazed -1 until next action
1-5 No Effect
Hero System uses a damage multiplier. .5x for torso, 1x for shoulders, thighs 2x for head and vitals for example
I am not sure I understand.
I believe the DT system should work with multipliers rather than subtraction. Besides, AR would better be left out of DT I think lest the system does not work for poisons for example.
As I see it, in your example :
First round Raglin deal 20 damage. The Kobold has AR 6 so he gets 14 damage. If the Kobold is considered to be a minion with +0 constitution he has DT5. If I understand correctly, it should be hurt -1 under Witchking table or stunned under yours. In your table, how many boxes should the Kobold fill?
_ | _ | _ | _ | _ | (http:///angry.gif) So when a hero did enough damage to hit the big monster, the GM would cross one or several boxes, from left to right, independently of which monster received the damage. If on a particular attack the GM reaches a skull box, the monster died. I.e.: We have Hero1, Hero2, and Hero3; MonsterA, MonsterB, MonsterC and MonsterD (there should have as many skulls as there are monsters). Hero1 does 4 hits to MonsterA. Looking at the life track, 4 boxes are now crossed:
|