I've only given the rules a once-over so please forgive me if I'm making some major system errors.
I looked at the damage track system from True20 but didn't want to go that route since it seemed that it would require changing C&C core too much and I didn't want to do that. I needed something a little less invasive, so here's what I have thus far.
New stat: Toughness = (Strength + Constitution) / 2
Combat rolls are made normally. If someone is beaten by less than 1/2 of their Toughness, they take an insignificant wound which is not tracked and is left to sheer role-play.
If they are beaten within the range of 1/2 Toughness to Toughness score minus 1, they take a flesh wound.
If the defender is beaten within the range of their Toughness score to Toughness + 1/2 Toughness, they take a standard wound.
If beaten within the range of 1 Toughness +1/2 to 2 x Toughness minus 1, they receive a deep wound.
If beaten by 2 x Toughness or greater, a mortal wound is received.
For example:
Roark's Toughness is 10 ((Str: 11 + Con: 9)/2).
Flesh Wound: 5
Standard Wound: 10
Deep Wound: 15
Mortal Wound: 20
An orc chieftan strikes him with a margin of success of 6 giving Roark a flesh wound. If Roark had been beaten by 10+ it would have been a standard wound, by 15+ a deep wound. If 20+ a mortal wound.
What do you all think? I think this is minimally invasive and doesn't force tinkering with the rest of the system. Weapon damages are rolled nomrally and simply add to the attack total. At this point, I don't think that a character's toughness should change since his defense roll gets ramped already by level advancement.
The next step is to determine what the various wound types mean and how they are "advanced" to the next type due to damage stacking.
I've also got another idea that would run along a similar line:
Toughness = ((Strength + Constitution)/4)
Each X points equal to Toughness, a character is beaten by determines wound type:
Flesh -> Standard -> Deep -> Mortal.
Off the cuff damage track system
serleran wrote:
I would add: on a natural 20, another d20 is rolled, and added to the previous result. Otherwise, it might be next to impossible to outright kill (or inflict a mortal wound) to anyone.
Good idea. Which track system sounds more appealing to you? I like the first, but I think the second one might be simpler. Spells and other things that temporarily add HPs would just increase Toughness without the need for recalculation of wound thresholds.