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KillerShrike.com
Skip Navigation LinksHigh Fantasy HERO>Content>Campaign Guidelines>Lethality Options>Design Options
Killer Shrike's Lethality Options

Lethality Options

System Bias Built In Options Unofficial Options Design Options
DESIGN OPTIONS
Taking a step further back, there are a number of campaign-level decisions that a GM can make and enforce to provide a more lethal environment by design without resorting to combat options.
LOWER DEFENSES
The simple expedient of keeping a very tight reign on available defenses (particularly resistant defenses) results in immediate increases in lethality independently of any other factor. In many ways this option is a force multiplier for lethality as it will make any other options employed even more lethal.
The math behind this is simple; every 1 DEF resists the average result of 1 DC, with DC's gaining a slight edge every 6 DC. However 1 DEF costs 3 points while 1 DC costs 5 points. Thus while 6 DC costs 30 points for an attacker, a defender could have 10 DEF for the same 30 points. An attacker also has to hit in the first place, and to further complicate things in HERO System combat defenders don't necessarily have to statically stand around and "take it"; there are a plethora of defensive options available to avoid or reduce damage at the cost of an action.
The net result of this is that if two characters have equal points spent on attack and defense, the attacker needs to hit and roll high above average to do direct harm to a target (though secondary / collateral harm might still be inflicted). The deck is stacked in the defenders favor.
However if the GM enforces a campaign restriction affecting defenses, whether by capping the points that can be spent on defense, or by setting a hard limit on max DEF, or by limiting abilities like Combat Luck or similar effects that grant non-gear based defense, or by the subtle expedient of tightly controlling the available equipment list and only offering armor with a lower overall DEF (my preferred approach), or some other mechanism this intrinsic dynamic shifts towards neutral bias or even further over to favor the attacker.
Consider the "real" world for instance. Guns are much more common than body armor of any sort, with the most common form of body armor being a bullet proof vest which provides only very limited protection at best. Since almost no one has body armor, the bias is strongly in the favor of an attacker weilding a lethal weapon since most hits are going to inflict full damage with no mitigation; even a 1d6k weapon is useful, and the typical 2d6k "gun" is deadly.
Within a fantasy context, in most "higher" types of fantasy armor is pretty common, with most people having the equivalent of around DEF 6 armor and heavier armored characters creeping up around 9 to 15+ depending on the prevalence of magic items, abilities like Combat Luck, and special "feats" / heroic knacks / "super skills". In such an environment 2d6k attacks are weak; it takes at least 4d6k to be reliably lethal and only a 5d6k or higher attack is really scary to the average character. In "lower" types of fantasy where armor more serious than DEF 1 or 2 "leathers" is scarce and even DEF 5 or 6 "chainmail" or equivalent is rare a typical 2d6k attack is viable again, and a 3d6k attack is reliably lethal and frightening.
I can't stress this enough; in my opinion this central dynamic is the single most important consideration for increasing or decreasing lethality at a campaign / setting level and should be carefully considered by the GM.
INCREASE DAMAGE
The obvious corrolary to decreaseing defenses is to increase the damage of attacks. The basic math of DC vs DEF applies here, however there are other side effects raised by doing more damage that are not caused by decreasing defenses; I briefly touch on many below.
CONS OF INCREASING DAMAGE
The existing equipment lists are effectively useless and either need to be rewritten from scratch or tossed out in favor of custom weapons that do heightened damage.
Objects effectively become much more "brittle" since attacks are doing more damage which raise weird scenarios where a character uses a dagger to carve through a castle wall and so forth; the "Real Weapon" Limitation taken on most weapons gives GM's an "out" to not permit this sort of silliness but it will force the GM to make more judgement calls along these lines across the span of a typical campaign and can lead to arguments and resentment from gamist players who feel that if the mechanics allow them to do something they should be able to do it even if it doesn't make rational sense based upon "reality".
Knockdown and Knockback become much more prevalent and significant.
More dice thrown means more dice counted which means more time spent on combat.
As the number of dice grows, statistical variance increases resulting in wider "swings" in combat; i.e. more random and less predictable resolution. An entire combat can be ended with one big 5 and 6 heavy damage roll.
The impact of Power Modifiers on Powers increases.
AoE's and Explosions get bigger and thus more attractive and also more time consuming to resolve.
The importance of tactics and many non-damaging abilities is sharply reduced. Conversely the utility of a few flat-cost abilities scaled against the normal expected damage spread that grant considerable advantage towards avoiding / mitigating damage become very attractive (Invisibility and Desolid being the most obvious, Damage Reduction less obvious but key).
Characters can become little more than damage delivery mechanisms. "Alpha strikes", whereby characters unleash their biggest, most dangerous attacks at the onset of an altercation with the goal of wiping out their opponents before they themselves can act, become a common occurance.
I could go on. The point is, while the core DC vs DEF math is the same, increasing damage is something I generally don't recommend in the context of increasing lethality as it tends to make the game LESS realistic rather than MORE realistic which is usually part of the goal of upping deadliness.
INCREASED KILLING DAMAGE MULTIPLE
A variation on increasing damage that avoids the kind of collateral effects I mention above is, if using Hit Locations, to increase the multiples for body damage to some or all locations. For instance, Head Shots are normally x2 BODY; this can be increased to x3, x4, x5 etc. (whatever fills your sails and feels "right" for the level of lethality you are looking for).
The side effect of this method is that sectional defense for areas where the multiple has been increased becomes even more critical.
  LIMIT HEALING
The prevalence of instant Healing in a campaign has a big effect on its overall lethality. In "higher" fantasy instant combat effective Healing is common, which allows a group well stocked on healing magics and / or staffed with one or more healers to survive and overcome dangers that would annhilate less heal-heavy groups. There is nothing intrinsically wrong with this dynamic, and in fact is a deliberate staple of some settings. However it is anathema if you wish for more lethality.
By restricting or outright banning combat effective Healing, you will instantly make your games more lethal, by design. If you restrict out-of-combat Healing as well your game will become more long-term lethal as well since characters will take much longer to recover from encounters and will often be carrying residual damage. However, take care to ensure that you find the right balance; many players do not enjoy having their character get "gimped" and will lose interest if they are constantly struggling with persistent injuries to their PC's.