In Traveller, your stats are your HP, so as you lose HP, your physical stats degrade until you are dead. HP doesn't increase, so bloat doesn't become an issue.
Does that encourage more of a death-spiral? It makes more sense that a 100% hp and 1% hp person wouldn't be at the same effectiveness. But once you start downgrading one side's effectiveness, it can snowball.
That is true! Combat in Traveller is meant to be quick, deadly, and avoidable at all costs. It encourages strategy because a fair fight could just as easily end up a TPK.
Cypher system has a similar mechanic. You have 3 basic stat pools, and apply "effort" from them to make your tasks easier (i.e. lower difficulty of skill checks). These pools are also your "HP" and are reduced by different types of damage. When a pool is emptied you are debilitated in some way, when all 3 are empty you die.
You can really feel your effectiveness lessen throughout an adventuring day, and it makes your life total more of a resource to manage.
Yeah, I remember that. I didn't like how it felt tbh. Spend 3 points to get a what, +4 on a d20 roll? That feels real bad when the d20 rolls high and didn't matter or rolls low and doesn't matter. And it doesn't matter 4/5 of the times so at the end of an adventuring day if you spent all your might on bonuses it could only pay off once.
I mean sure, you get discounts as you level up, and yes, it really pushes you to use cyphers to actually solve problems, as trying for things directly was always a toss up, and that does push you towards the main themes of exploiting random artifacts all the time but I still didn't like it.
In Traveller, your stats are your HP, so as you lose HP, your physical stats degrade until you are dead. HP doesn't increase, so bloat doesn't become an issue.
Does that encourage more of a death-spiral? It makes more sense that a 100% hp and 1% hp person wouldn't be at the same effectiveness. But once you start downgrading one side's effectiveness, it can snowball.
That is true! Combat in Traveller is meant to be quick, deadly, and avoidable at all costs. It encourages strategy because a fair fight could just as easily end up a TPK.
Cypher system has a similar mechanic. You have 3 basic stat pools, and apply "effort" from them to make your tasks easier (i.e. lower difficulty of skill checks). These pools are also your "HP" and are reduced by different types of damage. When a pool is emptied you are debilitated in some way, when all 3 are empty you die.
You can really feel your effectiveness lessen throughout an adventuring day, and it makes your life total more of a resource to manage.
Yeah, I remember that. I didn't like how it felt tbh. Spend 3 points to get a what, +4 on a d20 roll? That feels real bad when the d20 rolls high and didn't matter or rolls low and doesn't matter. And it doesn't matter 4/5 of the times so at the end of an adventuring day if you spent all your might on bonuses it could only pay off once.
I mean sure, you get discounts as you level up, and yes, it really pushes you to use cyphers to actually solve problems, as trying for things directly was always a toss up, and that does push you towards the main themes of exploiting random artifacts all the time but I still didn't like it.
You're the only other person online I've seen talking about cypher. I love numenera!