We did a few changes in Kopparhavets hjältar. Armour is a bit more effective but so are weapons. That makes it all a bit more... well I wouldnt say realistic but at least somewhere down that line.
I think you could achieve quite a lot by playing around with Gard. Maybe turn it into more of a Fatigue style stat that doesn't refresh immediately but needs rest/comfort to recover. Maybe it also depletes during travel.
- Put some more limits on using Gard to deflect/absorb injury. Say at a failed defense roll, you may only take up to half the damage on Gard.
- Make it more punishing to fight multiple opponents. Either give a big ganging-up bonus to multiple attackers or a minus to multiple defense rolls.
- Critical / major injuries. Say any injury that does half of your full Hälsa at once is a “Major wound” with some extra effects. Major wounds take longer to heal than common injuries.
I would cut the damage from weapons in half and skip gard altogether. Then rescale features that use gard and have them use initiative instead, and lastly change "cathch breath" to let the player roll a new initiative roll and add to their current value up to a maximum om 12 instead.
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