On Fighters & Fighting: Addendum

Another one? ABSOLUTELY!

…though a short one. My previous post in the On Fighters & Fighting series grew a bit too large to accommodate some of the ideas I had, and a number of people requested an Unarmed Fighting Style Generator as a companion to the one focused on fighters.

Here, then, are my final thoughts… for the moment.

Abstracting Hit Points In Melee Combat

Everyone understands, on some level, that Hit Points are meant to be an abstraction. Why? Because going up in levels does not give a character gallons more blood, extra internal organs, or bullet-proof eyes. While it is surely in-genre for many games to treat warriors who have reached a heroic status to actually be unrealistically tough in the fibre and recover from wounds that would maim others for life, that can only carry the idea of HP so far.

So what if we took a page from real life combat for some inspiration?

Here are some brief suggestions:

  • Winded – When two people are facing off in combat, one of the things on everyone’s mind is how long they can last in the fight before their performance starts to wane due to fatigue. The stronger and more enduring opponent certainly has an advantage, but the master of a fighting style can often wear down even a more powerful if inexperienced foe through the use of proper breathing techniques and far more efficient use of their energy.
    This can be reflected by describing someone who is steadily losing HP as wavering, looking desperate, and otherwise showing signs that they will not be able to stay in the fight if this goes on.
  • Collateral Damage – An exchange of blows or clash of swords is not usually a one-touch situation, where the injured side walks away with a single new wound that adds to the pile but doesn’t otherwise impact their ability to fight. Attempting to block a powerful punch might wrench a shoulder, and a battle of strength as two hardened warriors lock their blades together can lead to sliced or broken fingers, which adds up in ways that even adrenaline can’t cover.
    Reflecting this sort of HP loss is as simple as describing minor but important damage that someone can only attempt to ignore for so long before it will catch up to them.
  • Head Games – Intimidation and smack-talk has its place, but finding yourself on the wrong side of an axe and bleeding has a tendency to leave a much deeper impression. Part of fighting is having the will to press on and the confidence to seize advantages as they arise, and even if someone is very much still a threat to their opponent they might become less of one if they’re distracted by their own mortality or pride. Relating the loss of Hit Points to mental state is not common, but if HP represents the ability to stay in the fight and not get down to that last deadly wound, then increasingly leaving themselves open for such an attack – only to recover at the last moment to take a less serious wound – is entirely appropriate.
    This can be reflected by describing a character’s behavior when they lose HP as increasingly wild-eyed, uncertain, or desperate.

Random Unarmed Fighting Style Generator

Unlike the previous post I will not attempt to recreate the tables involved here on the blog, but instead will link to the random generator itself, along with the Google Document that holds the tables I used to make the generator work.

I found myself making some interesting, or odd, choices in trying to put this together and I hope you enjoy them. If not, or if you have any questions, please feel free to leave a comment!

Unarmed Fighting Style Generator

UFS Random Generator Tables

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