This is mechanically sound, but you're admitting that a character can be under the influence of more than one "state of health" at once. The rules don't say anywhere, "only take the largest penalty" it says to apply the penalty of the state whenever it's "appropriate." I see how you're extrapolating, but I think a narrow reading of the rules doesn't give it a lot of support. To get there you have to say that the penalty associated with a result is not the state itself, but a separate consideration, but yet that you use the mechanical penalty of the worse state... seems a long way to go to avoid applying both penalties.
For whatever that's worth.
>From a POV of what's effective, too, I think adding is the more interesting
option. I mean, your system now is allowing for "breadth" of damage, but
it's not allowing for multiple consequences to actually have a mechanical
result. Odd in a game that allows unlimited augmenting. Just wouldn't feel
right to me to ignore a penalty, just because a worse one exists.
I think I see your argument for why you think the rules support the method you're puttinf forth. But outside of that, do you think that it's actually a superior method to adding? If so, why?
Mike
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