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<blockquote data-quote="3catcircus" data-source="post: 6144240" data-attributes="member: 16077"><p>Lets see...</p><p></p><p>"Base Hit Points" are based upon that game's equivalent stats to STR and CON - they use a (10 + STR + 2 x CON)/4 formula. So, in D&D, an average human (ability scores of around 13-14) will have right around 12-13 base hit points regardless of character level, the average d20 ogre would have only 15 and a great wyrm red dragon would have 25.</p><p></p><p>This base then forms the basis for wound thresholds. A slight wound occurs when you take a single point of damage, a moderate wound at your base hit points, a serious wound at 2 x base, and a critical wound at 3 x base. The optional hit location rules provide further granularity for head, torso, limbs for each of these thresholds. </p><p></p><p>Note that you aren't subtracting hit points - you are comparing damage to a wound level (i.e. take 1 point of damage, slight wound, take 20 points of damage - serious wound, etc.) You can wear some creatures down via wound attrition, but you better bring the pain if you want to stop that great wyrm red dragon with the 25 hp.</p><p></p><p>A slight wound results in a -1 skill level penalty to your actions (TW:2013 uses d20 dice pools, so reduced skill levels result in less dice to roll).</p><p></p><p>A moderate wound bumps this to -2 skill penalty and a check to determine if you go into shock (with the equivalent of a fumble resulting in you becoming unstable - i.e. bleeding out).</p><p></p><p>A serious wound is like a moderate except a -3 skill penalty.</p><p></p><p>A critical wound is a -4 penalty and automatically entering into shock, with a check to determine if you go unstable.</p><p></p><p>If you suffer another wound of equivalent level to one you already have, the wound level goes up by one category. That great wyrm red dragon? Yeah - assuming he makes all his shock and unstable checks, you'd need to do a minimum of 25 (moderate) + 25 (moderate -> serious) + 50 (serious -> critical) + 75 (critical -> death) to bring him down via wound attrition, while his single breath attack is pretty much an instant death for anyone as, on average, even with a saving throw, it'll do 60 points of damage - you'd need an 18 in both STR and CON to avoid an insta-kill and even though, you'd effectively be out of the fight.</p><p></p><p>Once you are in shock, you have to make the equivalent of a morale check a the beginning of a round to act - failure results in unconsciousness. Assuming you pass this check, any future activities that would also put you into shock would instead make you go unstable.</p><p></p><p>Being unstable is kind of like going into negative hp in D&D. At the end of each round (and this is a different period of in TW:2013 since this is subjective in combat but 1 minute out of combat), your wound level increases by one until you go past critical and bleed out and die.</p><p></p><p>With the optional hit location rules, the effects are slightly different in that head wounds affect mental actions and torso/limb wound affect physical actions; additionally, head wounds can result in instant unconsciousness as a result of a critical wound or going unstable.</p><p></p><p>As you can see - you can take a bunch of slight and a few moderate wounds and just suffer reduced combat effectiveness with a risk of going shocky, but once you start taking serious or critical wounds (especially with the hit location option), then you can enter into a death spiral or even a "one shot/one kill instant lights-out" scenario.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 6144240, member: 16077"] Lets see... "Base Hit Points" are based upon that game's equivalent stats to STR and CON - they use a (10 + STR + 2 x CON)/4 formula. So, in D&D, an average human (ability scores of around 13-14) will have right around 12-13 base hit points regardless of character level, the average d20 ogre would have only 15 and a great wyrm red dragon would have 25. This base then forms the basis for wound thresholds. A slight wound occurs when you take a single point of damage, a moderate wound at your base hit points, a serious wound at 2 x base, and a critical wound at 3 x base. The optional hit location rules provide further granularity for head, torso, limbs for each of these thresholds. Note that you aren't subtracting hit points - you are comparing damage to a wound level (i.e. take 1 point of damage, slight wound, take 20 points of damage - serious wound, etc.) You can wear some creatures down via wound attrition, but you better bring the pain if you want to stop that great wyrm red dragon with the 25 hp. A slight wound results in a -1 skill level penalty to your actions (TW:2013 uses d20 dice pools, so reduced skill levels result in less dice to roll). A moderate wound bumps this to -2 skill penalty and a check to determine if you go into shock (with the equivalent of a fumble resulting in you becoming unstable - i.e. bleeding out). A serious wound is like a moderate except a -3 skill penalty. A critical wound is a -4 penalty and automatically entering into shock, with a check to determine if you go unstable. If you suffer another wound of equivalent level to one you already have, the wound level goes up by one category. That great wyrm red dragon? Yeah - assuming he makes all his shock and unstable checks, you'd need to do a minimum of 25 (moderate) + 25 (moderate -> serious) + 50 (serious -> critical) + 75 (critical -> death) to bring him down via wound attrition, while his single breath attack is pretty much an instant death for anyone as, on average, even with a saving throw, it'll do 60 points of damage - you'd need an 18 in both STR and CON to avoid an insta-kill and even though, you'd effectively be out of the fight. Once you are in shock, you have to make the equivalent of a morale check a the beginning of a round to act - failure results in unconsciousness. Assuming you pass this check, any future activities that would also put you into shock would instead make you go unstable. Being unstable is kind of like going into negative hp in D&D. At the end of each round (and this is a different period of in TW:2013 since this is subjective in combat but 1 minute out of combat), your wound level increases by one until you go past critical and bleed out and die. With the optional hit location rules, the effects are slightly different in that head wounds affect mental actions and torso/limb wound affect physical actions; additionally, head wounds can result in instant unconsciousness as a result of a critical wound or going unstable. As you can see - you can take a bunch of slight and a few moderate wounds and just suffer reduced combat effectiveness with a risk of going shocky, but once you start taking serious or critical wounds (especially with the hit location option), then you can enter into a death spiral or even a "one shot/one kill instant lights-out" scenario. [/QUOTE]
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