The current health system seems really complicated, on par with much crunchier games. Are there any plans for alternative health mechanics in the final release?
To get at what I mean, here’s a breakdown of the current damage process:
1. You mess up a roll that has Harm as a consequence and the GM declares that as the outcome.
2. You take harm at a rating of 1-3 when you mess up a roll, the GM decides how much
3. You may decide to mark armor to ignore this harm
4. You can take the damage and put it in the relevant box (3 damage, by the way, puts you in a BAD spot). If you cant mark the box, it goes to the next size up (as expected).
5. If you’d like to mitigate some of that damage, you can make a Resistance roll. You roll Xd, the relevant dice pool, and take 6 – [max single die] stress. This stress is dealt regardless of how well you roll.
6. If you took stress, the GM can reduce the damage of the harm. From the book: “Usually, a resistance roll will reduce the severity of a consequence. If you’re going to suffer fatal harm, for example, a resistance roll would reduce the harm to severe, instead.”
7. If your stress track is full after this, you take Trauma. Once again, the book: “When you take trauma, circle one of your trauma conditions… When you suffer trauma, you’re taken out of action. You’re ‘left for dead’ or otherwise dropped out of the current conflict.”