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I am going to change how I handle Wounds.
So when a character takes 6 Vitality at once, the character also gains a Wound. A Wound lowers your maximum Vitality by 3 (so when you rest and heal up you don’t get as much Vitality back) and each one makes you -1 on d12 rolls. Plus when you run out of Vitality and pass out there is a greater chance you’ll be incapacitated.
As I’ve been playing it, I have found it difficult to remember the -1 on d12 per Wound. This game won’t do well with regularly used stuff that’s hard to remember, and there is nowhere else in the system that applies modifiers on the roll like that. So it’s out!
Part of the reason I’m cutting that out is because I got a better idea that plays to the strength of the system.
If you have one or more Wounds, then every time you roll d12 then it is an untrained risk test. If you fail the risk test you lose 1 Vitality per current Wound. If the roll is also a risk test, then whatever other bad thing happens in addition. If you were rolling a risk test and you were skilled, and pass that risk test, but would fail if it was untrained, then you lose the Vitality even if you avoid the other danger.
A field dressing reduces the risk to secondary skill level, but if failed it is undone. A really great dressing can reduce the risk to primary skill level, if it is failed it reduces to secondary, then to untrained.
This works for a few reasons. No changes to the roll. I love the IDEA of bleeding rules, but they’re always too complicated–but here dwarves may take bleeding damage if they exert themselves while wounded. So, if you are wounded and decide to keep fighting, you risk taking damage from your severe injury bleeding or spiking pain through your system.
So, a question about the risk test with a wound. Does applying the untrained risk test effect the success range of a skill? Or is simply layering the risk test for wounds on top of whatever the skill roll should have been.
I don’t think i like the idea that the wound makes you less good at something. i have a hard time believing a miner is going to lose skill because he is injured. But his chance of hurting himself further if he exerts himself would go up. I really like that interpretation of it, and hope that is what you are going for.
With someone using their primary skill, they could even succeed (with a 5) and still take additional vitality damage. That seems kinda cool to me.
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Applying the risk test for being wounded does not affect the success rate of the skill. What I put in the playtest draft was a -1 per Wound on all d12 rolls, but I didn’t like it at the table, so I’m looking to move to this.
You can succeed on a test and still fail the risk test and take damage, you’ve got it. I think my proposed change is a good way to take advantage of what the system already does well instead of trying to layer in a new mechanic that doesn’t fit the rest. This is why I love seeing the mechanics work out at the table, it helps sift out what works and what doesn’t.
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