Re: alternative wounding rules

From: simon_hibbs2 <simon.hibbs_at_...>
Date: Fri, 05 Dec 2003 10:27:13 -0000

> Not "crpiplingly." If I was using my best Ability of 10W, and lost
35 AP,
> that would give me only a -4 Auto Augment from the resulting wound.

If it was only ever an augment that would be ok, but it's also an ability and I think there are plenty of situations when it could resist directly. For example if you're trying to jup over a hedge with a resistance of 5w, I think it would be reasonable for the narrator to say that the main resistance is the leg wound at 15w, augmented by the hedge's height for a total resistance of 18w. That's a significant increase in resistance. So it all depends....

I'm also against it on the double jeopardy principle. You've already lost a whole bunch of APs, so imposing a wound as well seems excessive. It's essentialy taking away the whole idea that APs in combat can represent situational advantage.

> Which segues nicely into my next point. What's the rule for
duration of
> Abilities? If you don't cement them, they go away. So, if my
character is
> wounded by another, he has only to wait and it'll dissapate like
any other
> Ability not cemented.

Now that's nice. Of course the same applies to wound inflicted on major NPCs, and there's nothing to stop NPCs with HPs form cementing your wounds for you!

Simon Hibbs

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