Show fights in UVG/Troika!
Dec. 14th, 2020 10:35 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Luka Rejec, author and artist of Ultraviolet Grasslands, asked me to write this up as a blog post. So here we are.
In my UVG/Troika! game, the party has decided to fund their trip to the Black City by staging gladiatorial combats at the places they stop, either just against one another, or against local heroes. In other words, they are basically a professional wrestling promotion, but they use real weapons. (They also use metal folding chairs, fluorescent light bulbs, tacks, and barbed wire, because that's the way hardcore wrestling works.)
I am using a very simple mechanic for this: combat proceeds as usual, but any hit does only one actual stamina damage. The rolled damage is applied to "apparent stamina" which starts the same as real stamina at the beginning of the fight. When apparent stamina is 0 or less, a combatant is out of the fight.
But there's a twist. If someone critically hits, that's real stamina damage (and, of course, since it's critical damage, it's doubled!). This introduces an element of real risk, since just less than 3% of all swings are going to be critical hits.
It seems to be working well so far.
In my UVG/Troika! game, the party has decided to fund their trip to the Black City by staging gladiatorial combats at the places they stop, either just against one another, or against local heroes. In other words, they are basically a professional wrestling promotion, but they use real weapons. (They also use metal folding chairs, fluorescent light bulbs, tacks, and barbed wire, because that's the way hardcore wrestling works.)
I am using a very simple mechanic for this: combat proceeds as usual, but any hit does only one actual stamina damage. The rolled damage is applied to "apparent stamina" which starts the same as real stamina at the beginning of the fight. When apparent stamina is 0 or less, a combatant is out of the fight.
But there's a twist. If someone critically hits, that's real stamina damage (and, of course, since it's critical damage, it's doubled!). This introduces an element of real risk, since just less than 3% of all swings are going to be critical hits.
It seems to be working well so far.