I'd note that Wounding only appears on the Melee Weapon Special Abilities table, not the Range Weapon Special Abilities table. Also note that it lacks the "Bows etc bestow this property on their ammunition" line in the description.
Yes, a Wounding bow is a hideous thing. That's why it doesn't exist
-Hyp.
Belares said:
I understand but the question remains even it if was a melee weapon...is there an errrata or something? It seems very powerful for the price of only +2 bonus.
I have two different types of wounding in my campaign. One is this type, which on the whole isn't as bad as you think, it can do considerable damage, but then again, if you are high enough to be getting 3 or 4 attacks with one, then you are doing a lot of damage anyway. You shouldn't worry about the effect with a melee weapon, athough thrown melee weapons could get bad...
The other type of wounding that I use does the bleeding type. You are either lightly wounded, -1 hp a round, moderately wounded, -3 hp a round, or severly wounded, -5 hp a round. IMC, you must use 1d8 of healing, or a succesful heal check to reduce the type of bleeding to the next level. For example: If a character has been moderately wounded (-3/round) and a Cleric cast
Cure Serious Wounds on him, then the character would lose the -3/round and recieve 1d8 hp of curing.
It works for us, because now we have two methods of wounding. Most of these come up with a home-brew critical system, similar to the one used in the old 2e Player's Option books, Combat and Tactics I believe. We still use a modified critical system from that book. Basically, threat roll + double threat roll + confirm = Super Crit. Or something like that.
Aluvial