Wrote up some gaming philosphy that I shared with a couple of online groups. Thought you might get a kick out of it. It's tailored towards Cypher System/Numenera which has become my primary gaming system. Could easily be adapted to other gaming systems though.
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This is a system I have developed for my games and the way I run things. I like very fast past, cinematic, and narrative focused action. I'm not saying this is the best system or that I think everyone else should be doing it. This is just a fun model that works for me. It speeds up “combat” greatly and makes actions scenes more cinematic in a way that simultaneously keeps more pressure on players.
I think it fits great within Cypher/Numenera. I think some other people might be able to take inspiration from it.
Although I still use levels, I simplify my need to track health of enemies by breaking them down into 4 categories of increasing toughness:
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Mooks (1 hit)
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Toughs/Goons (2-3 hits)
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Heavies (Regular Health)
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“Forces of Nature” (LOL!)
Mooks: These are your hordes of faceless goons that heroes mow through. A single hit from a PC will take out a mook. An AoE attack or a high damage weapon attack may take out multiple mooks. These are your ski-mask baddies in James Bond, one-shotted dudes in John Wick, copy-and-paste CGI monsters, etc.
You may choose to track health as for a horde of Mooks. When the group health is depleted the members fall, scatter, retreat, lose morale, etc.
In Cypher, they will be Lvl 1-2, and will almost always act as a group.
A single mook is no threat to a PC. In a group, they can deplete a single PC's resources, but do not pose a mortal threat. As a group, they pose little threat to a party.
With rolls, intrusions, or story reasons, a mook may be upgraded to a Tough in the middle of a scene.
Toughs/Goons: These are NPC's with faces, but no names. They can take a couple hits, but not many. These are the goons who, in a movie or comic, slow the heroes’ momentum but don’t stop them. This is the orc who pops out of the pack and forces a PC to fence with them for 10 seconds.
Most often, they will usually be felled in 2-3 PC actions. If a PC stands there and does low-damage attack actions, it will usually take 3 attacks to fell them. If two PC’s creatively coordinate their attacks, one PC can set them up, and another can knock them down in a single turn. Especially creative solutions, powerful abilities, or expending significant resources (cyphers) can often down them in a single attack.
You may choose to track health as for a horde of Mooks. When the group health is depleted the members fall, scatter, retreat, lose morale, etc.
In Cypher, they will be Lvl 2-3, and will frequently act as a group.
A single tough is a minor threat to a PC, and will likely deplete resources. In a group, they can pose a mortal threat to a PC. As a group, they pose a minor threat to a party, and will likely deplete resources.
A tough can be upgraded to a Heavy with appropriate narrative context.
Heavies: These are named NPC’s, unique monsters, bosses, etc. They are a tough and serious threat that a scene will likely evolve around and require bookkeeping. E.g. "They have a cave troll."
Heavies are the only unit type that you always track health for. You may give a heavy extra health. You may decide that at a certain health level the Heavy retreats, falls over a railing, etc.
In Cypher, they will be levels 4+ (probably no more than 8).
A single Heavy is a mortal threat to a single PC. Depending on level, you can expect them to deplete a party’s resources or pose a mortal threat to a party. A group of Heavies will likely pose a major threat to a party.
Forces of Nature: These are enemies so big that it is nearly impossible to hurt or kill them using normal means. These are your Kaiju, demons, demi-gods, elder dragons, Nazgul, hulking war machines, horror monsters, etc.
Usually the point is to run away from and survive them, not stop them. If the goal is to stop them, this usually requires special items or story methods to fell them. Not standard health damage.
There is almost never a need to track health levels. If they do have health, depleting it merely causes them to stagger, writhe in agony, become distracted, discorporate, etc in order to temporarily halt their pursuit/advancement or provide an avenue of escape.
In Cypher, they will be level 7+, although actions taken against them may be lower level.
A Force of Nature always poses a mortal threat to a group of PC’s.
A Force of Nature may be downgraded to a Heavy through story means.
These types and story design:
The mix of these you include will greatly affect the tone and theme of your games. A very heroic game will often make heavy use of Mooks for heroes to feel larger than life as they plow through. However, survival horror might also choose to heavily employ mooks (e.g. Zombies), but will probably use them as never-ending hordes.
The more you use Toughs and Heavies the more “grounded” a game is likely to feel.