Toucan’t Blog

DURF minus HP and XP

Here are three modular adjustments to the wound system in DURF and DURF Expanded

REMOVE WOUNDS AS HP:

I have a lot of opinions about HP systems in general, but I explicitly believe that WOUNDS should carry significant narrative weight. I don’t like the idea that all of my wounds could be healed with a full nights rest in a safe haven… BAD LUCK on the other hand fits so much better with DURF’s original system!

Death should not be the only outcome when failing a Hit Die check. Simply changing the wording to “bad luck” opens the doors to character altering wounds (be they physical or psychological wounds) when calculating the severity of any given risk

ADD DEATH BARGAINING:

If you decide to keep death as the default result of failing a Hit Die check, allow players to voluntarily sacrifice an important item, or take on a wound, that will result in a significant burden on role play decisions

inspiration: Lucky Star’s blocking rules

REMOVE XP AND LEVELING:

I’m personally not a fan of xp and leveling systems, so let’s consider situational Hit Dice based on risk assessment…

RISK RATING HIT DIE
Extreme Risk (Red) 1HD
High Risk (Orange) 2HD
Medium Risk (Yellow) 3HD
Low Risk (Green) 4HD

…One of the required trainings I have for my profession uses a “Decision Making Matrix” to assess the risk that other people are in. I’ve wanted to apply it to TTRPGs for a year now, but haven’t thought of pairing it with DURF until now

img see below for image description

Catastrophic MEDIUM HIGH EXTREME EXTREME EXTREME
Major MEDIUM HIGH HIGH EXTREME EXTREME
Moderate LOW MEDIUM HIGH HIGH EXTREME
Minor LOW MEDIUM MEDIUM HIGH HIGH
Negligible LOW LOW LOW MEDIUM MEDIUM
Rare Unlikely Possible Likely Certain

Y-Axis “Severity of Harm”

  1. Catastrophic: Death will occur, or the level of injury will lead to permanent or irreversible ill-health

  2. Major: Psychological or physical injury will require treatment leading to long term incapacity or disability

  3. Moderate: Psychological or physical injury will require treatment and/or lead to medium term incapacity and ill-health

  4. Minor: Psychological or physical injury will be non-permanent and/or cause no lasting ill-health

  5. Negligible: Psychological or physical injury will be minimal

X-Axis “Likelihood of Behavior”

  1. Rare: Will probably never happen

  2. Unlikely: Is not expected to happen, but it could

  3. Possible: Might happen

  4. Likely: Will probably happen

  5. Certain: Will undoubtedly happen