Stark wrote:Vendetta wrote:Of course, that was largely a symptom of Deadlands having everything under the sun, requiring all of the twiddly dice, a deck of cards and a pot of poker chips.
Are you serious? That's awesome.

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Oh yes. Deadlands has
everything. Stats are represented as a number of dice, anything from 1D4 to 4D12, those are the dice you roll when checking against that stat, counting up the number of successes. D20 is used for to hit and damage rolls. Spellcasting is resolved by drawing a poker hand, the better the hand, the more powerful the spell, and you can collect and spend fate chips.
The big bag of everything design extends to the setting as well. It's basically Wild West, but with zombies, indian magic, wibbly things from the beyond, and mad science verging on steampunk.
Stark wrote:I disagree - I think this is more to the tone of the game. Frankly, most D&D players don't WANT realistic melee combat. They want 'slay orcs by the dozen' combat, 'take lightning bolts to the chest' combat. That's fine and dandy, and you don't need anything too obtuse to run combat at that level.
Well yes. That's what D&D is for. Yes, you can use the rules for all sorts of fiddly politics and roleplaying, but the system is written with the assumption that you're going dungeon crawling. And that's quite handy, you can play D&D as a great boardgame, it's got shitloads of stuff for you to kill, and piles and piles of loot to grab.
However, I think that if you're going to make a high lethality combat system, then you need to severely limit the
amount of combat. If you make a realistic combat system where all wounds are a serious impediment to the person that suffers them, then you'd want maybe one combat a session, otherwise most of the time you spend on a character development mechanism is wasted, as most PCs won't live past the first few adventures, because all it takes is a couple of bad rolls and they're gone.
If you're making a game where you
want a high PC turnover, that's OK. If you can get an investigator to the end of a Cthulhu game without him ending up eaten or gibbering quietly in a corner it's time to frame the character sheet. If you're making a game where you want people to really get attached to their character and start playing the character not the character sheet, you want them to have a reasonable chance of surviving combat, either by giving them many ways to not fight it in the first place, or give them ways to weight it in their advantage.
Personally, If I'd written a high lethality combat system, I'd build a tabletop strategy game around it. I think they're far more apt to that kind of environment. Another game I've played recently is a good demonstration. It's called Infinity, and is a future squad based tabletop game. Guns in Infinity are unbelievably lethal. Me and my mate played five test games, 3 on 3 using basic grunts, and I think only once, ever, did someone survive getting shot. (mathematically we had about a 30% chance, it just didn't happen that way). It's very lethal, but I think Infinity has the best shooting system I've seen in a game. You attempt to roll under a difficulty number on a D20, modified by range, cover, and camo. But rather than the normal case of lower being better, the closer you get to your target difficulty the better, because pretty much every time you shoot, the enemy is shooting back with a reaction shot. (you have the advantage shooting, as all weapons are at least semi-automatic, you're firing three times they're firing a snap shot), and the higher figure wins if both score a success. Hitting your target value exactly is a critical hit, which allows no armour save, so a standard one wound troop is just dead straight away. (Alternatively you can dodge when shot at as a reaction, which is another test under a target figure, the result, if it's a success, becomes the minimum target for the shooter's attacks. If they needed 10 or less and your dodge is a 5, they now need 6-10.)
The practical upshot of that, though, is that any model not in cover in Infinity is tired of life. It's a highly lethal combat model, but it really encourages you to use realistic squad tactics, fire lines, cover, partnering troops up so you can get additional reaction shots or cover an advance is essential.