Love 'em or hate 'em Hitpoints are a common mechanic, especially in
RPGs but also in skirmish games to a limited extent.
RPGs have a lot of alternatives since they can handle more book keeping (Wounds/Vitality combo system, dice pools, etc.).
But for skirmish games it's a bit harder to come up with valid alternatives. Mordheim used Knocked Down / Stunned / Out of Action and Necromunda uses their Flesh Wound system. What other options have you guys seen?
This came up when working on my own skirmish game
Dinosaur Cowboys. Currently it uses low levels of Hitpoints, since the default is 8
HP but can go to 6 or 10
HP easily during character creation, and even higher as the characters advance. The highest starting would be around 37
HP for a Brontosaurus dinosaur. Normally it takes 2-4 shots to kill someone of comparable level. Each side has 2-6 miniatures, so I can afford a bit more detail.
Anyways what I was thinking of doing in this case was replacing Hitpoints with a new statistic called "Grit" (more flavorful name as a bonus too) which is actually a die type (
D4 {worst},
D6,
D8,
D10,
D12 {best}). When a character is hit and damage is done they would roll a "Grit Save" using their die type. If the result is greater than or equal to the incoming damage they ignore it. For example if they took 5 damage from a Six-Shooter and had
D6 Grit they would need to roll a 5 or 6 to avoid the damage. If the Grit Save fails or is impossible (for example if I had
D4 Grit in that last example) then they suffer an Injury.
Injuries are recording by checking a checkbox under one of the primary statistics (Movement, Armor, Ranged / Melee Miss Chance). Checking this represents getting hit in the legs, torso, or arms. The player who took the damage can decide how they want to allocate it, but once all 4 checkboxes are filled the character is dead. Each checkbox negatively affects the associated statistic, so checking Movement would mean -1 Movement.
I think this is a nice variant to standard Hitpoints as it has a bit of degrading capability as they take damage without entering a "death spiral" where they have so many penalties they are useless.
So let's talk about general alternatives or the idea I outlined above. I'd love to hear any feedback and to get a solid discussion going!