Re: alternative wounding rules

From: bigblackcatmail <bigblackcatmail_at_...>
Date: Thu, 04 Dec 2003 14:11:44 -0000


> From: "Mike Holmes" <homeydont_at_h...>
> Subject: RE: Re: alternative wounding rules
>I believe, David, that he's said clearly that each wound would be separately recorded as ability (Flaw). Then the largest would, in general be augmented by the smaller. Hence, if I have an arm wound listed as Arm Gash 14, and a Body Blow 8, that 8 augments the 14 to 15 making the overall augment a -2. This is pure genius, IMO (and not just because all of my designs work that way :-) ).
>

I think this idea has some real merits as well. The only problems that I can see with it are:

  1. Wounding would be more of a process of wittling down than in normal HeroQuest. Rather than a -31 AP dropping a person to dying, by what I've seen referenced here, it would drop them to a -3 penalty. The wound would be pretty much a *permanent* flaw at that level (barring magical healing) but the effects would be less catastrophic. I'm certain that playtesting would iron this out as it does not seem to be the intent of the rule.
  2. Bookkeeping. One's list of wounds could easily outpace one's list of magical abilities or relationships over time. This wouldn't be a problem for some groups, but mine already has trouble keeping up with wounds as it is.

Personally, I must admit, I have very few problems with the system as is. I think, for purposes of consistency, this suggestion has some very valid benefits. I'm not so sure it would make HQ any grittier than the multiples of 7 AP (or even doing the same thing with multiples of 5).

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