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Novus 2e / Re: Hit locations
« on: May 31, 2022, 06:24:49 PM »
Imho, a quasi-realistic approach to pricing does make GMing easier, so its a good decision first of all.
In contrast, in games like D&D the coherence of the game world pretty fast goes downhill when players start to destabilize/ buy complete Kingdoms with all the gold they looted from dungeons.
On the other hand the realistic prices and incomes (say buying a sword or a horse only affordable [and useful] for higher social classes in medieval times) often don't affect the players. Either they're playing at a "street level", like a peasant, so all the special items don't enter play anyway or they're some special lot (aristocrats, knights etc.) in which case almost all mundane items (provisions for example) don't really matter anymore and it's obsolete whether an Item cost 1 or 2 CP. That's a problem in all highly unequal game world societies.
I see those systems as a tool for the GM to emulate the world, not directly for the players to go shopping.
Availability is a much more important attribute of an RPG item than cost in my opinion.
I think called shots would be a very good idea. They work well in Savage Worlds which itself is a pretty rules-lite classic RPG.
But I think the existing 4 locations (Head, Toros, Arms, Legs) in Novus are detailled enough. Most of my players wouldn't want to make all these calculations, even if it's one time (and everytime they change gear!)
I always compare such elements with other elements of the same system as everything should be on a comparable level of complextiy. So, I see a system with 26 labeled locations to take hits (of which I would say most people also know these locations without a system and could make rules with common sense) but on the other hand I can't find any helpful advice on how to deal with foraging (of which I know nothing about). Then I'm a bit frustrated to see where all the ressources seem to go into when other elements lack details.
That's just how I see it and in the end a matter of taste, of course. Just Like Rolemaster is that RPG with "all those random tables" one can of course make a game revolving around hit locations.
In contrast, in games like D&D the coherence of the game world pretty fast goes downhill when players start to destabilize/ buy complete Kingdoms with all the gold they looted from dungeons.
On the other hand the realistic prices and incomes (say buying a sword or a horse only affordable [and useful] for higher social classes in medieval times) often don't affect the players. Either they're playing at a "street level", like a peasant, so all the special items don't enter play anyway or they're some special lot (aristocrats, knights etc.) in which case almost all mundane items (provisions for example) don't really matter anymore and it's obsolete whether an Item cost 1 or 2 CP. That's a problem in all highly unequal game world societies.
I see those systems as a tool for the GM to emulate the world, not directly for the players to go shopping.
Availability is a much more important attribute of an RPG item than cost in my opinion.
I think called shots would be a very good idea. They work well in Savage Worlds which itself is a pretty rules-lite classic RPG.
But I think the existing 4 locations (Head, Toros, Arms, Legs) in Novus are detailled enough. Most of my players wouldn't want to make all these calculations, even if it's one time (and everytime they change gear!)
I always compare such elements with other elements of the same system as everything should be on a comparable level of complextiy. So, I see a system with 26 labeled locations to take hits (of which I would say most people also know these locations without a system and could make rules with common sense) but on the other hand I can't find any helpful advice on how to deal with foraging (of which I know nothing about). Then I'm a bit frustrated to see where all the ressources seem to go into when other elements lack details.
That's just how I see it and in the end a matter of taste, of course. Just Like Rolemaster is that RPG with "all those random tables" one can of course make a game revolving around hit locations.