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<blockquote data-quote="Rel" data-source="post: 4540667" data-attributes="member: 99"><p>Thanks for the feedback!</p><p></p><p>Funny thing about wounds is that my original idea was very similar to yours in terms of rolling on some kind of chart to determine a sort of wound and its effects. After some consideration and advice from others I decided to scale that back to something that required no additional modifiers or rolls during combat to make sure it didn't slow things down. This is partly for obvious reasons and partly because my campaign setting includes some elements that are likely to impose penalties like that at some point and I didn't want that stacked on top of a wound system with fiddly bits.</p><p></p><p>As for the deadliness, you are undoubtedly correct. After I had mulled the idea over a bit I thought, "This is kinda screwing the PC's over a bit with no offsetting benefit." So I e-mailed my players and asked what they thought. Their collective response was basically, "We're used to you screwing us over. It makes the games intense and challenging. We really wouldn't know how to feel if you didn't so bring it on."</p><p></p><p>I've got great players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>However I intend for the Wounds system to be on probation from the start. We're going to use it for the first several sessions and see how it makes the game feel. If it makes things too deadly or threatens the pace of the game that I want then I'll ditch it.</p></blockquote><p></p>
[QUOTE="Rel, post: 4540667, member: 99"] Thanks for the feedback! Funny thing about wounds is that my original idea was very similar to yours in terms of rolling on some kind of chart to determine a sort of wound and its effects. After some consideration and advice from others I decided to scale that back to something that required no additional modifiers or rolls during combat to make sure it didn't slow things down. This is partly for obvious reasons and partly because my campaign setting includes some elements that are likely to impose penalties like that at some point and I didn't want that stacked on top of a wound system with fiddly bits. As for the deadliness, you are undoubtedly correct. After I had mulled the idea over a bit I thought, "This is kinda screwing the PC's over a bit with no offsetting benefit." So I e-mailed my players and asked what they thought. Their collective response was basically, "We're used to you screwing us over. It makes the games intense and challenging. We really wouldn't know how to feel if you didn't so bring it on." I've got great players. ;) However I intend for the Wounds system to be on probation from the start. We're going to use it for the first several sessions and see how it makes the game feel. If it makes things too deadly or threatens the pace of the game that I want then I'll ditch it. [/QUOTE]
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