Showing posts with label System/Mechanic. Show all posts
Showing posts with label System/Mechanic. Show all posts

Sunday, 23 February 2025

PREDATORY ENCOUNTERS - IMPROVING THE RANDOM ENCOUNTER

PREDATORY ENCOUNTERS - IMPROVING THE ENCOUNTER DIE WITH TENSION, STEALTH & DUNGEON REACTIVITY, OR - A SIMPLE UNDERCLOCK ALTERNATIVE

Do you want encounters to occur more regularly?  

Do you want the dungeon to respond to your players' foolishness?  

Do you want your players to feel hunted and pursued?

Try the Predatory Encounter Die!*

The dungeon has found them - all art is from Down in the Dungeon, 1981

Standard Encounter Rolls

At its most basic level, the typical encounter roll looks like this:  

"Every 10 minutes, roll 1d6. On a 1, a random encounter occurs."  


Overloaded Encounter Rolls
A sagely fellow (Necropraxis I believe) once asked “what about the other numbers?”. Overloaded Encounter rolls largely function the same as Standard Encounter rolls, save that there are results for rolls of 2-6. Meaning that rolling is always meaningful. These results typically include things such as light source depletion, a description of the environment or signs/spoors/omens/clues that hint at nearby wandering monsters. Everyone has their own formula for a good Overloaded Encounter die. Until I share mine, find some here, here and here (but there are many more). BUT, some still felt this roll was lacking - ‘is 1-in-6 frequent enough?’ or ‘this is fun, but still feels static’. I know I have certainly run dungeon sessions and one-shots where due to the whims of the dice, there have been no actual encounters. Many have tried to fix this, which leads us to…


The Underclock
Somewhat recently, Arnold K of Goblin Punch tackled this problem by introducing The Underclock which is essentially a countdown to a guaranteed encounter. The Underclock does a few things, it is meant to ensure an encounter, suggest that the dungeon is responding to the actions of the players and create a sense of tension, a feeling of pursuit. However, in practice, (I have played in games with the Underclock) it introduces too much predictability  - players feel safe when the Underclock is high, plus it's just that bit fiddlier than rolling a die. But what if there was…


Another Way - The PREDATORY ENCOUNTER DIE
What if we could combine the variated, meaningful results of the Overloaded Encounter Die, the tension of The Underclock and ensure encounter frequency in a simple manner? That's this method. The standard encounter roll becomes a measure of the dungeon’s awareness as it shifts and searches for the players. It's very simple, surely done before, but, this is it:

They are hunted
How It Works
1. Start with a d6 (this is your Encounter Die) as standard.  
2. Roll it whenever you would normally check for encounters, every ten minutes, every three rooms, etc.
3. If the result is 6 (or higher), an encounter occurs. 
4. Results of 2-5 trigger standard Overloaded Encounter effects (light depletion, environmental signs, etc.) according to your taste. In addition to any effect on rolls 2-5, the encounter die increases in size (d8 → d10 → d12 → d20) as the dungeon hones in on the party. When you next roll for encounters, do so with the new die size. Encounters continue to occur on a 6 or higher. The probability grows - the monsters are getting nearer!
5. A result of 1, lowers the Predatory Encounter Die size by one increment. 
6. Importantly, the Predatory Encounter die also increases in size whenever player characters make loud noises, allow intelligent/organised enemies to escape or otherwise draw attention to themselves.
7. Once an encounter does occur and is resolved (or the party leave the dungeon), the encounter die resets back to d6. However, the minimum encounter die size can increase if the dungeon becomes particularly alert.  
8. Hiding successfully for 10 minutes (which still requires an encounter roll as time passes) can reduce the encounter die back to a d6. 

Encounter Probability by Die Size

Die Size_____Encounter Chance

d6__________16.67% 

d8__________37.5% 

d10_________50% 

d12_________58.33%  (weird!)

d20_________75% 

It works! The probability is weird and lumpy but your players will get it, big = bad. This method is meant to be player-facing. Let your players see the die grow, make them roll it. Having it out on the table will give rise to tension and be a constant reminder that something is looking for them and that it is getting closer. However, if the encounter rate seems too high, check out the alternate method below.

The dungeon takes its prisoners

Tips, Adjustments and Options

  • A roll of 1 on the encounter die can represent a lull or lapse in alertness and lowers the die size by one.
  • What constitutes a rise in the encounter die? You know already, explosions, throwing skeletons down wells, kicking down doors, any kind of demolition/destruction, if intelligent enemies are able and allowed to report the party’s location, and depending on your setting and opinion - the use of firearms. Anything that feels like it should increase the dungeon’s alertness levels - should.
  • If needed, use a small tracker to help keep on top of the encounter die, all that would be needed is 5 boxes, labelled d6 through to d20 and a bead to place on the current encounter die size. Let the players see this.
  • When hiding, players should think about how and where they are hiding and describe it as they would any other action, such as with inspecting and disarming traps for instance. If your system has a stealth skill, that can be used only if an encounter is rolled while the party is hidden. On a successful stealth roll, reroll the encounter die or bypass the encounter - it's up to you. Their description and hiding place may give them a bonus or malus to the roll. It might be so good they don’t even need to roll!  This will increase that particular feeling of stealth in your games and allow for scenes I’d never or very rarely seen before - the DM describing the party hiding while a monster walks past them. I can see the various rolls, results and DM description in this classic LotR scene.
  • This is optional; If players severely disrupt the dungeon, increase the minimum die size (e.g. it defaults to a d8 instead of d6). Perhaps if the party steals the all-important Blue Jewel or the Dragon’s egg, slay the High-Priest, get sprayed with stinking monster-bait, stab the dungeon’s beating heart, insult the Goblin Queen. Any dramatic event might qualify and reducing the minimum die size would be bespoke to whatever caused its rise.
  • Generous DMs can offer a reprieve by temporarily using a d4 encounter die that cannot trigger encounters.
  • Predatory Encounters are tougher than regular encounter mechanics, this is ok. It will make your players tougher in kind.
The Alternate Method
  • However, to reduce the encounter rate, consider this - remove the out of turn and automatic increases to the encounter die. Instead, during a 10 minute turn, ask yourself as the DM, 'do the player's actions warrant an increase in the size of encounter die?' if yes, increase the die size, if not keep the encounter die size and roll as normal. There are no automatic increases with this method, instead you would immediately roll for encounters with the current die size whenever the party do anything that might draw attention to themselves. Otherwise, the mechanic remains the same.

Why Use this Rule?

This slight change for rolling for encounters retains meaning with every roll, creates tension, meaningful choices and gives the dungeon another avenue to feel like a living thing.
- It maintains traditional encounter mechanics while adding a rising feeling of escalation and responsiveness.  
- The dungeon feels more alive, it can react more dynamically to the players' actions and will feel less empty.
- The dungeon responds organically, the more players create a ruckus, the more alert its inhabitants become in trying to find them.
- The encounter die, always increases in size. Players will feel hunted, pursued, like the intruders they are. Even after an encounter, there is no assumed safety or reprieve unless earned.
- Encounters remain unpredictable. Players never know exactly when the next encounter will happen, but they know how much more likely it will be. HP low, Encounter Die big 😱, let's roll…. a 3! Phew!
- Stealth and caution become meaningful, not assumed. As stated, players can attempt to lower the encounter die size by hiding, taking special precautions or otherwise satiating the dungeon. I understand adventurers are assumed to be moving quietly at all times but this change brings that behaviour to the fore. Player’s will devote time to hiding (which they would never otherwise do) and search out places to hide. Using Predatory Encounter rolls is like a stealth system in of itself, the higher the encounter die size the harder it is to hide. 

 

Try it out in your next session, see how the game changes.
Let me know how it works for you, what you tweaked or changed and if you like this post, do follow. I’ve got a small post about making light a mechanically important resource coming very soon. It has some elegance to it if I do say so myself.

No exit

*(It's so simple, I'm sure a million people have thought of it before me)



Tuesday, 31 December 2024

Bodies Shall Be Broken: A Free-Form Wound and Dismemberment System for TTRPGs


Let's lose some body parts.


Once per level (e.g. once at level one, again at level two, and so on) a PC can avoid death by taking a serious wound. Should something reduce a character to a death state, typically 0 HP or lower, the player can elect for their PC to receive a wound instead (provided they haven’t already used this feature at their current level - if they have their character would be killed as normal). To determine the wound, the player will reflect on the damage they have/will receive and will present two different outcomes to the other players and the DM - the best and worst case scenarios of what could happen to the character. In other words, a wound and an even worse wound. For example; a lost finger vs a lost hand, a facial scar vs a lost eye, violent vomiting vs internal bleeding, a few lost teeth vs a broken jaw. 


Then the player rolls a d20 under their character’s Wisdom score (or Luck, if you use it), and on success the character receives the lesser wound. On failure, they suffer the greater wound. The DM will adjudicate the specific mechanical effects of the wound from here. Then the PC gains 1d4-2 HP. If 0 or -1 HP is rolled the character is unconscious until aid is administered.


Other Advice:

It is the DM’s responsibility to ensure players do not understate the damage or severity of the wounds they may receive. If a suggested wound feels too minor the DM can elevate it. The DM can do this in a few different ways. For example, the DM can ask the wounded player (or even another player at the table) to make a suggested wound more severe or the DM provide two different elevated versions of a suggested wound that the player must pick between. The serious wound must be something that causes a permanent effect or loss - lost limbs, hands, blindness, loss of senses, scorched lungs, horrific scarring or things more esoteric in the case of magical damage. Have a look at different Death and Dismemberment systems for ideas for wounds and ways to rule them. Try Hackjack and So It Looks Like You're Gonna Die for some wound ideas that range in severity. 


Characters don’t ‘bank’ wounds for unused levels. This ability is once per level, not one per level. If a character reaches level 5 without being wounded, they can still only avoid death once - until they reach level 6.


How to determine where the wound hits? The DM should always give some description to attacks and damage dealt during play so that a player has a springboard on which to suggest wounds when the need arises. However, if unsure, the player can use a wound location table, rolling 2d10 and choose between the two results before suggesting their best and worst case scenario wounds for that location.


1d10 Wound Locations

  1. Head

  2. Face or Throat

  3. Arm/s

  4. Hand/s

  5. Upper torso (heart and lungs)

  6. Lower torso (including groin, stomach and other organs)

  7. Back/Spine

  8. Leg/s

  9. Foot/feet

  10. Any skin, flesh, blood, muscle, organ or bone/s.


Some Examples:

  • For example, the 2nd level fighter, Grongo Beetleweather has been thrown from a cliff and reduced to -9 HP. At first level, he avoided death when bitten by a Lunging-Eel and was lucky to have only lost a toe rather than his whole foot and hasn’t used his 2nd level wound. Grongo’s player suggests that Grongo can either suffer a head-wound that makes him feel vertigo at height or break a leg. The DM asks the player to their right to make the worst case scenario wound worse to which that player says “Umm, two broken legs?”. Grongo’s player rolls a d20 vs their Wisdom and… succeeds! The DM narrates what happens to Grongo Beetleweather and the player rolls a d4-2 to determine their current HP… a 2, 2-2=0. Grongo is unconscious at the bottom of the cliff.
  • Mistwhistelian the Murmuring is a 3rd level Magic-User. They were injured last session, and now wear an eye-patch. This session, Mistwhistelian has fallen in a pit full of acid. Having already used their wound for this level, Mistwhistelian the Murmuring is melted. How unfortunate. 
  • Glubgub the Toroid-Transporter has been stabbed by a Cloaked Invisi-Zombie and reduced to -1 HP! DEATH?! No, Glubgub is a level 1 Halfling and hasn’t been wounded yet, so wounded he shall be. Shall Glubgub suffer an arcane scar that stings in the presence of the undead or shall the tip of the Invisi-Zombie’s arcane-blade lodge itself in in Glubgub’s breast, never to heal, slowly poisoning him and causing his own slow transformation into an invisi-zombie? How would you adjudicate that?


Author’s thoughts:

Death and Dismemberment systems, grisly as they may be, are something I really want in games but am never satisfied with. I started the year with a Death and Dismemberment system (Hackjack, which was this unwieldy thing) and I’m ending the year with another Death and Dismemberment. Though I'm sure it's not my last, I’m more satisfied with this system few quite a few reasons - it gives the player a bit of control (but not too much), remains tense, it caters for any kind of damage received because it is powered by a player’s imagination rather than tables, it doesn't require a large subsystem to explain or that intrudes on other parts of the game, it doesn't make PCs too hardy (it actually gives an advantage to lower level characters) and only distributes dramatic, cool wounds. I'm sure this method can be expanded on, for example, you might be able to 'recharge' the ability to be wounded by carousing or Dwarves/Barbarians/Orcs might be able to receive two wounds per level rather than one. 


Summary:

Once per level, a PC reduced to 0 HP can avoid death by taking a wound.

Propose Wounds: The Wounded character’s player suggests a lesser and a greater wound (e.g., lost finger vs lost hand).

DM’s Role: Escalate understated wound suggestions.

Roll d20: Under Wisdom (or Luck).

Success: Take the lesser wound.

Failure: Take the greater wound.

HP Recovery: Roll 1d4-2. If at 0 or -1 HP, the PC is unconscious until aided.


Friday, 26 January 2024

Hackjack - An Experimental System of Death, Dismemberment and Blackjack

Hackjack, like Blackjack only your character will be horribly maimed and then probably die.


The Swimmer, Sir Sidney Nolan, 1966

Basically; when your character enters negative HP (and each time your HP decreases thereafter) you have to draw a card from a standard deck. Each card has its value (which I term death-score, aces are worth 1, face cards are worth 10) and an injury with attached mechanics. For example, an Ace of Diamonds has a death-score of 1 and would see the character receive a cool scar. Death-score is analogous to negative HP. A player places their cards in a drawpile where all the card numbers can be seen and totalled easily. Once the total value/death-score of the cards you have drawn exceeds 21, the character dies. Some cards come with Trauma and Blood. Blood can increase the death-score of subsequent cards and Trauma dictates how long a player will have to spend recovering after their near-death experience. If the character’s death-score  hits 21 exactly, that character's death-score resets to 0 but their wounds, Trauma and Blood pool remain. Unless a character receives massive damage (13 or higher), the death-score value of the card they draw remains the same, this will be detailed shortly. You will find all of the wound results for each card at the end of this post.


No 'tis but a scratch' jokes for you

Blood

If a character draws a card that has a Blood value, for example ‘Blood 4’, give that player 4 tokens (red is preferred) or a piece of paper that says ‘4 blood’. Have the player place the tokens or note apart from their Hackjack draw pile, this creates a ‘Blood pool’. If the player already has a Blood pool, add those 4 Blood tokens to it. The player now has a choice, on their next and subsequent turns they can either prevent themselves from bleeding, or risk transferring their Blood tokens/note over into their drawpile. If a character with a Blood pool takes damage and is not preventing themselves from bleeding, they must move their entire Blood pool into their death-score draw pile. If they are preventing blood loss, their Blood pool will remain where it is. Players who are preventing themselves from bleeding in this way cannot do anything but walk or defend themselves, characters who are not defending themselves are free to act normally, save for other wounds they may have accrued thus far. Each point of Blood added to the drawpile increases the player’s death-score by 1. Death-score increases in this way do not provoke additional card draws. A player should declare at the start of each round whether they are preventing blood loss or not.     


Trauma:  

Trauma represents significant bodily harm, this value helps to calculate how long a character will take to recover from their injuries. Trauma does not accumulate like Blood, a character’s Trauma score will only increase if they draw a card with a higher Trauma score than they currently have. For example, if a character draws a card that has a Trauma value of 2, compare it to their current Trauma score, if the Trauma on the card is higher than their current Trauma score give that player 2 tokens (black is preferred) or have them make a note on their character sheet - if the Trauma on the card is lower than the player’s current Trauma score, make no change. Trauma does not increase a player’s death-score. A character's recovery time is rolled for when a character has their death-score healed (when they have 1 HP or greater) or they rest for the night/8 hours. Compare the Trauma score to the below table and roll the matching number of dice. For example, a character with a Trauma score of 3 would have a recovery time of 2d6 weeks. The recovery time begins when the character has reduced their Blood pool and death-score to 0, if healing via sleep alone this can take some time (depending on your system). 


Trauma 

Recovery Time 

0

Whatever recovery time/procedure is detailed for the wounds received.

1

1d6 days

2

1d6+6 days

3

2d6 weeks

4

2d6+6 weeks

5

2d6+1 months

6+ 

2d6+6 months

              


Removing Death-score, Blood and Trauma

As stated, a player's death-score (including Blood) is analogous to negative HP, as such it can be healed away in the same fashion with 1 HP of healing removing 1 point of death-score or Blood. A character's Blood pool is always healed first. For example, a player with a death-score of 13 and Blood pool of 3 is healed by a cleric for 6 HP, their death-score is now 10. This procedure works with all methods of healing. When a player reaches 1 HP they can roll to check their recovery time as detailed above. Practically, as a player’s death-score is healed, remove tokens first before dealing with the cards themselves. If any cards are ‘split’ by healing, i.e. a character whose draw pile has one card with a value of 4 and is healed by 2 HP, remove the card and give the player 2 tokens to represent the remaining death-score of 2. Otherwise, record the death-score as a number on the player’s character sheet and tally it off that way. Trauma can only be removed by undergoing recovery or with high level healing magic.



Massive Damage:

For some sources of damage a death-score of 10 just isn’t high enough. If a character receives damage higher than 13, then that damage value will override the card’s death-score value. For example, if a character with a death-score of 3 takes 17 points of damage from a giant's hurled boulder, and they draw an Ace, their death-score increases by 17, not 1, to an unenviable total of 20. In these instances, it is necessary to supplement the drawn card with an additional token (or tokens) to indicate the difference between the card and the actual death-score. For example, if the death-score exceeds the drawn card's value by 5, that player can be given 5 tokens or a note as with similar procedures around Blood.


If a character with positive HP recieves damage that would place their HP below -21, they die instantly. If a character with positive HP receives damage that would place them below -13 HP, they begin the Hackjack minigame by drawing a card and setting their death-score to the value of their negative HP. For example, a character with 7 HP is caught in a bomb blast for 22 damage. Their HP would be -15, this unfortunate character would draw a card, apply the wound and add the difference between the card and their negative HP to their death-score in the form of tokens or a note. 



But why? Why did I make this minigame? I wanted a system that took some of the meta aspects of death and dismemberment away and added others. I wanted to make things slightly less predictable and make that unpredictability fun in trying to predict. For example, when dealing in true negative HP, like regular HP, you can kind of guess how long it will take a series of d6 attacks to kill you. Therefore, the card based, blackjack gimmick. And it is a gimmick; I want players trying to count cards, weighing up their odds, hoping for a forgiving suite, cheering when they draw an Ace and gurning at the sight of a face card. That's fun to me. At the same time, I didn't want the system to allow players to absorb massive damage and just live. After all, the cards have a death-score value ranging from 1 to 10. Therefore the rule that if the damage a player would take exceeds 13, that damage is the death-score the player must take instead of the death-score on their drawn card. I chose 13 because this is higher than the largest common attack die, anything over 13 damage probably deserves the higher death-score. It also speeds up play, knowing you only have to roll damage if there is a possibility the result will be higher than 13.




Each suite has its own character. The following semi-mnemonic is my attempt at justifying these categories:

Clubs will leave you battered, they represent intermediate wounds.

Spades will bury you. This suite is made up of more severe wounds.  

♦️ Diamonds are pretty. Therefore diamond cards deal with more minor, aesthetic, hidden or psychological wounds. 

Obviously, Hearts mainly deal with internal damage, organs and blood.

Feel free to rewrite the wounds. They are far from exhaustive and can be catered to the kind of experience you want at your table. 

Clubs

Ace. Body blow. Get knocked back.

2. Head injury. Confused and disoriented. Roll over your current death-score with a d20 to regain your senses or remain dazed.

3. Damaged eyes, you are temporarily blinded until you have rested. 

4. Damaged arms, drop carried weapons, arms useless. Trauma 1 

5. Damaged legs, drop to the ground. Legs useless. Trauma 1

6. You are covered with dozens of small painful wounds. Blood 1.

7. You have a moment to prepare yourself. It's going to be bad but you will choose how. Take the 7 death-score from this card as usual but draw two cards and choose which wound will affect you. 

8. You are bleeding badly. Blood 2.

9. A chronic wound. Permanently, whenever your character enters negative HP you begin with a Blood pool of 2. 

10. You are bleeding profusely. +1d4 Blood. 

Jack. Your body utterly fails in defending itself. Take the Jack's 10 death-score and draw two more cards, taking both card's wounds, but not their death-scores and the lower Blood and/or Trauma value if any. .

Queen. Lingering wound. Permanently, whenever you hit 0 or negative HP add 2 death-score to the first card you draw. If this card is drawn again the wound grows worse, adding another 2 to your starting death-score.

King. You are near mutilated and covered in painful, grisly wounds. -3 to all rolls. Trauma 3, Blood 2


Spades

Ace. You are knocked to the floor.

2. Messy, bloody or dramatic wound leaves you prone, 1 Blood.

3. Broken arm, roll for which. Drop carried item. Arm is useless. - 2 Dexterity and Strength until recovered. Trauma 3. 

4. Major head injury, wisdom and intelligence drop by d4 each. -1 Intelligence and Wisdom until fully recovered, 1 Trauma.

5. Broken leg. Determine which. Fall prone. Move speed reduced to a slow walk. -3 Dexterity until recovered. 3 Trauma.

6. Many bones crack, -1 to all rolls. Trauma 3.

7. A large and savage wound. -1 to all rolls, Trauma 2. Maximum HP permanently reduced by 1d2 points. 

8. You are permanently blinded.

9. Something that should be inside your body is now outside. -4 to all stats. 2d6 Blood. Trauma 4. 

10. Maimed. -3 Strength and Constitution until recovered, -1 permanent Strength damage thereafter. Trauma 4.

Jack. Lost limb. Roll a D4 to determine which is lost. And a D4 to determine how much, 1 = just the hand/foot, 4 = the whole thing. 3 Blood. Trauma 2.

Queen. Gruesome mutilation. 4 Trauma. Draw another card instantly, take that card's death-score and wound but not Blood or Trauma. If alive, roll over your new death-score with a d20 or pass out.

King. Brutalised. You are prone and broken. You are incapable of doing anything. 5 Trauma. 6 Blood.


♦️ Diamonds ♦️

Ace. You receive a cool scar. 

2. You get blood or dirt in your eyes and cannot see until it is cleared.

3. Lose a finger, roll a d10 to determine which. Blood 1.

4. Hurt nose, can't smell until comfortably rested.

5. Jaw or mouth hurt leaving a scar. Unable to speak. Trauma 1, Blood 1. 

6. Minor disfigurement. -1 Charisma permanently.

7. Smashed leg. You will walk with a limp from now on.

8. That’s going to leave a mark! You are bruised, burnt or otherwise marked in a distinctive way for the next week.

9. Bad back. You can never rest peacefully again. When rolling to regain HP from rest you can never roll the maximum amount and must reroll. -1 to all stats until recovered, Trauma 1.

10. Ouch! If you live you'll have an impressive scar to show off. Trauma 1. -1 to Strength and Constitution until recovered. Blood 1.

Jack. Lose one eye, -2 on all to-hit rolls until recovered. Trauma 1, Blood 1. Permanent -2 to-hit on ranged attacks after recovery.

Queen. Fear. You are terribly hurt physically and mentally. You will take 1 point of Wisdom damage for each round you are in a situation that involves the thing that caused you to draw this card. 

King. Your face is destroyed. Unless wearing a mask your Charisma score is 1/2 its original value. Trauma 4.



Hearts

Ace. You avoid the worst of it but get a glimpse of what is to come. Look into the draw pile and see what the next card to be drawn is, even if it isn’t drawn for you.

2. Impacted throat, by some means you are unable to speak until you have rested.

3. Sickening stomach strike.  -3 Constitution and you can't eat or drink for d12 hours.

4. A low blow. Groin attack. Roll over your death-score with a d20 or stagger about in pain for a round. 

5. Excruciating pain. Roll a d20 over your current death-score or pass out. 

6. Not again! Take this card's 6 death-score but repeat the wound of your previously drawn card, all wound effects stack or are replicated including Blood and Trauma. If this is your first card, draw another card and apply it twice. 

7. A blow to the brain. -1 to all mental stats (INT, WIS, CHA) Trauma 1.

8. Internal organ damage. Blood 2, Trauma 3

9. Lung damage.  -2 Constitution. Trauma 2.

10. Multiple broken ribs, drawing red cards increases your Blood pool by an additional +1. -1 to all rolls. Trauma 3.

Jack. Opened vein, +1d6 Blood, woozy, -1 Intelligence and Wisdom, Trauma 1 

Queen. Damaged heart. Half constitution score. Blood 1. Trauma 4.

King. Severe internal organ damage. 6 Blood. 6 Trauma.



Tips, Suggestions & Optional Rules:  

  • Don’t return cards to the deck after they have been drawn, give them to the player. These cards will form the player’s draw pile and with the blood tokens help them to keep track of their death-score. The meta-game aspect of players card counting and guessing what injuries are left in the deck can be enjoyable and forms part of the ‘pushing one’s luck’ element of this Hackjack system. 

  • While a lot of thought has gone into each card, some results can still require a degree of quick thinking on the part of the DM. On occasion an incongruous card can be drawn for an attack or damage source that doesn’t quite match it - a house-cat’s scratch might see an unlucky character lose an arm or a lighting bolt may sever an artery. You are creative and will figure it out. Enough blows from a mace can sever a leg, a peasant pushing a character down a flight or stairs might see the character mutilate themselves on their own sword. 

  • If unsure how to describe a death, use the card that kills the player as inspiration. 

  • Get a cheap set of cards and write the Hackjack effects on them with a permanent pen. It saves a lot of time. 

  • Read the card carefully and have the player note the wound effects. If a wound doesn't have an associated trauma score it will have some other duration or cure listed, either a few rounds or until some other criteria is met. The effects of wounds with a trauma score, including stat damage, last until the character has undertaken their recovery time. Therefore it is completely possible to continue adventuring as a character with a broken leg, ribs, internal bleeding and a bruised brain. Permanent wounds are listed as such and will require a quest or high level magical healing to resolve. 

  • Poison can come in two varieties, death-score poison that does death-score damage and bleed poison that increases your Blood pool.

  • Thanks to Milk of the OSR discord server for the suggestion that certain types of opponents, particularly the undead, could directly attack a player’s death-score bypassing HP altogether. 

  • If you want to increase the brutality of your critical hits, consider adding a Hackjack card draw to your critical hit and possibly even critical miss tables.

  • This following mechanic is cut content: ‘The Trauma score is also used to determine if a character passes out from the pain of their wounds as well as how long the character will need to recover from their significant injuries. If a character has a Trauma score of 3 or more they must check to see if they pass out if they attempt to do anything other than walk or crawl away. To make this check the character must roll over their current Trauma score with their class Hit Dice. A character that passes out can be woken by another player.’ Include it if you like but I felt it was unnecessary, just an extra thing to remember, it limited play and it complicated how a character’s death-score, Blood, and Trauma were removed. This feature could be reintroduced using a new metric ‘Pain’ if you choose to do so. Or, you could have players roll over their death-score with a d20 or lose consciousness.

  • While death and dismemberment systems do increase the survival rates of players they often don’t decrease the rate of new characters. Players will often retire characters that become too injured or become attached to the new character they start while their old character recovers from their wounds. 

  • I chose not to include Jokers but you could use them as lucky breaks, with no attached wound or death-score.  

  • Rewrite anything and everything you like to fit your system of choice. You might change certain cards entirely, wound effects, stats or saves. 

  • Check out James Young's So It Looks Like You're Gonna Die as it was a big inspiration. 

  • If you want to get more use out of carrying a deck of cards to your sessions consider my Simple Card-Driven Personality Generation post.


This post is a update/rewrite of a messier system, you can find that post here