this post was submitted on 16 Aug 2023
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I like Fate. You have a small quickly restoring pool of stress to soak up harm, but anything more becomes a Consequence. Players agree on what an appropriate consequence is and the narrative follows. You don't really have the "he's at 1/483 HP but still fighting strong!" thing.
Yes, was going to bring up Fate! I really like systems that split damage into 'heroic near misses or light damageless scrapes' and 'actual wounds', without getting too bogged down in random tables and lookup charts.