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Isaiah Antares's avatar

Death Spiral mechanics are always difficult. They make it tough to simulate the action-movie trope of the hero getting the living crap kicked out of him before going Beast Mode and turning the tables. But, if the game is supposed to be dangerous and deadly...

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Nathan Deno | Point 1 Games's avatar

I really like this approach, especially for games with a darker tone. We have something like this in the 2dX Engine. Wounds have a numerical rank along with a descriptor (light, moderate, serious, critical, deadly). Wounds of rank 3+ trigger potential injuries which can be long lasting disadvantages. This opens up a lot of interesting design space for characters abilities that interact with wounds and injuries along with the healing of the individual wounds themselves. I look forward to seeing what this looks like for the Cypher System!

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