Rhenny
Adventurer
Doesn't the Star Wars RPG by Wizards of the Coast use Wounds in a similar way?
1 wound - just a flesh wound
2 Wound - -2 to all actions until healed
Severly Wounded - dropped prone, -4 to all actions until healed
Mortally Wounded - knocked down and out....will die w/o healing
To avoid one hit by any creature/weapon being as damaging as another creature/weapon, you might need to set damage thresholds to make creatures/weapons more dangerous.
For example, a very strong creature using a melee weapon may just do 2 wounds on a hit. The next hit by the creature moves the victim automatically to mortally wounded. (That would be very frightening)
The same for a more powerful laser weapon or ranged item. Heck, I guess in a futuristic game, there could be some weapons (like a disintegration ray or disruptor) that would impose a severe wound or a mortal wound on one hit.
Interesting.
This type of system would change combats dramatically. The whole key to combats in a wound system game would be to try to avoid being hit altogether, especially when facing a very strong melee opponent or an opponent with a killer ranged weapon.
What do you all think about this?
1 wound - just a flesh wound
2 Wound - -2 to all actions until healed
Severly Wounded - dropped prone, -4 to all actions until healed
Mortally Wounded - knocked down and out....will die w/o healing
To avoid one hit by any creature/weapon being as damaging as another creature/weapon, you might need to set damage thresholds to make creatures/weapons more dangerous.
For example, a very strong creature using a melee weapon may just do 2 wounds on a hit. The next hit by the creature moves the victim automatically to mortally wounded. (That would be very frightening)
The same for a more powerful laser weapon or ranged item. Heck, I guess in a futuristic game, there could be some weapons (like a disintegration ray or disruptor) that would impose a severe wound or a mortal wound on one hit.
Interesting.
This type of system would change combats dramatically. The whole key to combats in a wound system game would be to try to avoid being hit altogether, especially when facing a very strong melee opponent or an opponent with a killer ranged weapon.
What do you all think about this?