How do you Die?

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F33:
Currently, I am working on a game that uses a system of d6 dice for attacks and skill checks. If your level in Strength is 2, you roll 2d6 for the skill check. The damage would be 2, since that is the level of the skill you used. If you use a weapon, it adds a damage bonus.
So, my question is, what is a simple way to do Health? There are no levels, and individual skills are upgraded if all dice used roll a perfect six. I can't think of a good way to implement health, dying and death. Any ideas?

SteveCooper:
Well, what do you want combat to feel like? How killable should characters be? Do you expect a character to die 80% of the time after being hit with a spear? Are characters human? What's the genre? More context, please!

Ron Edwards:
Hiya,

Great question, great topic. I'm posting to remind you that threads in this forum need to include a link to some kind of external document. It doesn't have to be the whole game or even anything but notes, but it has to be something we can use as a reference.

Best, Ron

davide.losito:
While waiting for you to link any reference text for this game, I suggest you to implement some defense-related skill to contrast with.
If the attacker scores higher, the difference left is the "damage" inflicted.
Then it all depends on what kind of game are you aiming for... if you want a gear-releated game, you'll have some kind of armor, valued in "levels" that can adds some protection, in the form of damage subtractions.
If you instead want a highly deadly system, you can have just 1 health level.

How is the whole "combat" managed?
Can you write a detailed example of a fight exchange?

Enker:
Perhaps a system where characters wear armour which has its own damage value - this then must be broken before the character's actual health can be attacked. Resetting itself after each round, in a manner that means groups acting together can quickly vanquish a single foe by having on attack break the armour and the subsequent ones hitting home, where as one on one combat is more drawn out. Higher level characters deal more damage and break armour more easily, etc.

EXAMPLE:

Monster has a HP of 1 but armour value 2 -> is attacked by three player characters each dealing 1 damage a turn if their attack is successful -> The first hits and damages the armour, the second misses and the third hits to break the armour. However because this is now the end of the round (ignoring the monster's attack) the players deal no damage and the armour resets itself.

Monster has a HP of 1 but armour value 2 -> is attacked by three player characters each dealing 1 damage a turn if their attack is successful -> The first hits and damages the armour, the second hits to break the armour and the third deals direct damage to the monster, killing it outright.

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