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Hit location

I prefer the detail and believability that hit location provides in our games, and we employ a table that works fine. I saw a post in another thread about using cards to keep track of injury locations, and an idea struck me: What if, in addition to a location deck, we use the regular deck for injury level, and take advantage of the suits to determine damage types? Then, each injury is shown by two cards. I also thought it might be a good idea to use attributes for locations, so that lasting injuries can be transferred to a place where they can affect macros, abilities, etc...
1595210636
GiGs
Pro
Sheet Author
API Scripter
Are you asking for help on how to do a thing?
If this was the wrong place to post, I apologize. I was putting it out there to see if anyone had used this idea, and if so, what feedback they could give.
1595219532
Oosh
Sheet Author
API Scripter
It is definitely the right place to ask a question... I think GiGs was having trouble working out what that question is, though.
1595220466
GiGs
Pro
Sheet Author
API Scripter
Yes, sorry if my post sounds off-putting. I was unsure what you were looking for. If you're asking about game mechanics and house rules, roll20 is not the right forum for that. If you have house rules or game mechanics in mind, and want to know how to implement them on roll20, or just to ask if anyone has done similar things, this is the right place. You can use attributes to store any kind of permanent or persistent data. So you can have an attribute for each location, and record the damage there, and then use them where relevant. I think at least one of the runequest sheets stores damage by location.
I see it now. My original post was clear as mud. What I was asking is if pairing two cards from different decks (keeping pairs grouped in your hand) was something that could be done, and also, if there is a way to assign values to cards and have those values linked to attributes.
I'm sure this isn't an answer to the question, but it is food for thought.  I like the idea of suits representing degree of injury.  Using a standard deck of cards, imagine a 2 as being the lowest of results on an injury and an ace as being the worst and then the four suits representing mild, moderate, severe and deadly.  I've had similar discussions with more than one GM and frequently think they're implementing it wrong.  In my mind the chance of an ace in the example above would need to be less than a 2 and the chance of the deadly suit would need to be less than the minor suit.  All results being equal means I am just as likely to have my head cut off as I am to stub my toe.
1595292320

Edited 1595302219
Your post is interesting and suggests another approach... if suit is level of injury, then card value can correspond to location. Only one card needed per injury.  Our hit chart has 11 locations. It does mean no damage type is denoted. It still would be great if a card draw could provide input for attributes, macros or bubbles. I'm not sure if a script can interpret card draws individually in that manner.