Tabletop talky 

Did some thinking and realized I actually have a way to make a stamina system coincide with the way hit points work in an interesting way

Rank+Fortitude is your stamina pool. It's like an extra pool of hit points for exerting yourself. Running moves your agility and costs one point (two in heavy armor) and your gain your base agility in speed. Same for swimming.

Tabletop talky 

Once you're out of stamina, you make rolls against DC 7+how much stamina below 0 you've gone plus whatever stamina damage you are about to take. You take fortitude drain (the kind of damage that impacts the ability and reduces your current value) of whatever you roll under.

This system is going to exist in the grappling system as well- grappling a target is not how to engage other maneuvers other than pinning or throwing but it exists as a useful martial maneuver in and of itself

Tabletop talky 

Because it's probably the only way warrior style characters can target a single stat for damage instead of just physical damage!

Tabletop talky, abstract fictional injury 

@vahnj This is all really interesting! I'd love to see a pinning system that involves things like disarms, standing holds and the like. But as with all things it's a balancing act of "How much ppl have to learn & trudge through the rules vs How much this brings to the game/fits the concept you've got in mind"

I guess making a limb unusable for the duration of combat/further would be a possibility too, depending on how indepth/grisly your combat is. 🤔

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Tabletop talky, abstract fictional injury 

@vahnj But it'd make sense that disarming someone with a rapier technique would be distinct from "grab the person's arm, bend preferred joint til they yelp & let go of their weapon";

Tabletop talky, abstract fictional injury 

@pastelbat so disarm maneuvers can happen in two mechanically equivalent ways:

- weapon movements made to jar grip
- arm moved into an uncomfortable enough way to jar grip

disarm as a manuever is trainable to gain proficiency - one of the benefits of fighting while unarmed in this system is the fact that you sacrifice defense to gain much more options to what you can do

ultimately, neither of these features require draining stamina to succeed!

Tabletop talky, abstract fictional injury 

@vahnj This is rlly cool! We're probably not going back to doing our RPG system for a while, but it's rlly interesting seeing the differences.

Tabletop talky, abstract fictional injury 

@pastelbat I'm having a lot of fun with it. It takes a lot of stuff that 5e makes no longer very meaningful in how you can interact with the world (specializing means something!) and pulling that back into some t things I miss in Pathfinder, but ultimately bringing this more in line as a conflict resolution system more than "just" combat

Not that those systems can't support it, but I really want to support that style of gameplay alongside the other!

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