In a week or so I’ll be running StormHack (Black Hack, Whitehack, Chaosium’s Stormbringer) at Concrete Cow. This is a modified combat system for OSR systems.
- Armour Class, a success threshold
- Hit Dice, to be thrown down on the table to indicate the monster’s damage
- Damage, which they cause on weak hits and misses
When a character makes an attack, roll d20 vs an appropriate Ability (e.g. STR).
- If the roll is below the PC’s STR but above the monster’s AC, it’s a hit and damage is done to the monster
- If the roll is above the PC’s STR it’s a miss and the PC takes damage
- If the roll is below the monster’s AC it’s a weak hit (assuming it’s also below the character’s STR) and the PC takes minor damage
Damage to Monsters
The base damage is the actual number on the d20, minus the monster’s AC. On top of that if the character has any weapons (including Demons of Violence) they get to roll dice and add that to the total.
When they do damage to monsters it’s applied directly to the hit dice on the table. By default only one die can be taken off at a time and the whole number on the die must be beaten (e.g. a d6 reading 5 needs 5 or more points to defeat it). Abilities allow PCs to split damage between dice, hold and stack damage from previous rolls, etc.
Damage to PCs
During combat if the PC takes damage, the GM gives them a token. These can be black tokens (Fatigue) or red tokens (Harm). These add up over the course of the combat.
(Tokens can also be gained outside combat).
At the end of the combat, the PC rolls a Body saving throw. These are handled like Resource Dice in the Black Hack. The number of red tokens modifies the die roll. Actual wounds are counted as the number of red tokens minus the die roll.
- Occasionally damage is checked during combat, if the amount of harm exceeds a certain threshold.
- Wounds are applied to one or more Ability Scores (Traveller style).
- Armour and shields provide their own Resource Dice which can be used in place of the Body roll, both during combat and after.
- Wounds can also have other effects; these will be dependent on the kind of damage the Monster does. For example, disease, corruption, poison, paralysis, bad odour.
This system will make characters (a) more likely to take damage but (b) also more likely to survive it. There are reasons for this:
- The in-combat accumulation of points on the table should tell the players how tired and beaten up their characters are, so at any point they can choose to quit or continue. However they’re not obliged to do so unless the situation forces a roll from them.
- This means they can continue to have heroic fights against impossible odds, and otherwise survive. Furthermore the presence of demon armour (demons of durance) makes it easier for them to shrug off hits.
- Unlike other OSR games this game is less likely to make a character drop dead suddenly. Instead, they get debilitating injuries which need to be healed.
- If the characters use their demons to survive, their demons in turn gain Malice and the power to transgress. This transgression is a basic levelling-up of the demon, and it’s accompanied with new complications for the character — erosion of their friendships, gaining notoriety, etc. Thus you want the characters to survive, so they can transform and become more demonic.