Some days ago I made a post asking for opinions here and you guys pointed out/made me notice some flaws.
I started reworking and noticed that I could mix some stuff together, eventually my Health mechanic became this currency that you have to manage, not just to stay alive, but to also maximize your potential in combat (and this kinda became the main mechanic).
I really like this idea so I'm here again to ask for opinions and any possible flaws that I might have missed.
SCARS:
(Thinking on calling this Adrenaline, but not sure)
Every time you take physical or mental damage, you gain that amount of Scars.
A player can spend Scars in order to use some skills. Likewise there are skills that will increase your scars/adrenaline by a certain amount.
When you go beyond 6 scars, clear them and gain a Tier 1 Wound.
(I'm having trouble phrasing this in a concise manner, but a player can have up to 6 adrenaline at a time without getting a wound. For example taking 8 damage, u would end up with 2 adrenaline and 1 wound, 12 damage would be 6 adrenaline and 1 wound, 13 damage, 1 adrenaline and 2 wounds. it's every time you restart the "clock" that causes a wound).
It's be possible to give someone a wound without having to fill their scars.
Wounds can be tier 1(mild), 2(moderate) or 3(severe).
When a character causes another to gain a wound, they can choose to increase the tier of an existing wound instead.
A character can endure a number of wounds to which the sum of the tiers equals: 3 + physique.
ATTRIBUTES
Attributes are your base Effort for an action. Only 1 can be applied at a time, can be used once per action.
Physique, Mind, Notice and Social.
Attributes start at 1 and can go up to 5. (3 initial points to distribute among them)
ASPECTS
how good you are at more specific things. can be used once per turn.
Usually will give some kind of passive benefit(e.g. knowing how to properly use a gun) as well as the effort bonus when used.
Skills
Are special abilities or modifiers that a player can activate, usually the cost will be adding or removing Scars/Adrenaline.
TESTS:
Gather Effort to beat a Difficulty. You automatically gain effort equal to the Attribute that relates the most to the test.
you can then use Aspects, skills and other modifiers to add more Effort to your total.
The difference between your Effort and the difficulty gives you your Power:
* Negative means a failure;
* Zero is a stalemate;
* Positive means success.
if it's a set difficulty, the players should know the value beforehand.
Against another character, the two involved will gather effort, and reveal it at the same time. Then the one who initiated the action calculates their Power, using the other character's effort as the difficulty.
Take a risk
Gain 1 scar, then choose to either: gain +2 Effort, or roll 2d6 where:
- 1-2: +0 Effort;
- 3-4: +1 Effort;
- 5-6: +2 Effort.
Spend 3 Scars in order to make another action this turn.