Strike a Blow Against the Plink Effect With This Alternate GUMSHOE Damage Rule

Some players find damage dealing  in baseline GUMSHOE emotionally unsatisfying. This becomes an issue especially when they’ve spent a lot of points, or gotten a high die roll, only to roll low on the damage die, plinking the opponent for a miserable 1 or 2 points of Health.

Rolling high to hit and then minimum damage is the longstanding plight of RPG characters. But spending lots of a resource to do next to nothing heightens the sting. And in GUMSHOE an opponent with an Armor value knocks that off your damage, worsening the plink effect. If your group feels that pain, give them the following option.

After rolling for damage, a player may choose to substitute the margin from the successful attack for the damage die result. The margin is the difference between the test result (spend plus roll) and its Hit Threshold.

Professor Wingate swings her katana at the ghoul. Her player, Maia, spends 4 points of Wingate’s Weapons ability and rolls a 5. The final result, 9, beats the ghoul’s Hit Threshold of 3. Maia then rolls for damage but gets 1. Combined with the katana’s damage of 1, this would result in a miserable 2 points of damage. The ghoul’s rubbery flesh Armor of 1 would decrease that even further, to 1. Maia calculates the margin: the result of 9 minus the Hit Threshold of 3 equals 6. She swaps the margin of 6 for the die roll of 1. The katana damage bonus and the ghoul’s Armor cancel out, and its Health drops by 6 points, from 8 to 2. It meeps in furious dismay.

Possible drawbacks of implementing this variant rule:

  • This introduces another decision point for the player on each successful hit, probably slowing combat slightly. It won’t happen every time though–just when great hit results are followed up by lousy damage rolls.
  • It gives the players power to mow through opposition quicker by upping their attack spends. If you find that this weakens creature stats too severely, increase enemy Health ratings by 20% across the board.

For obvious reasons, this rule applies only to iterations of GUMSHOE that include damage rolls. It does not affect GUMSHOE One-2-One or the new quickshock combat system found in The Yellow King Roleplaying Game.

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