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Rank: Member Groups: Member
Joined: 5/27/2009 Posts: 28 Points: 84
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Working on some updates to my homebrew character sheet, and realizing I'm a bit unclear on wounds.
Here's the relevant passage from the book:
"A character heals 1 body per week. If a player wishes, his character can be maimed or permanently wounded in order to accelerate the healing process. The wound could be a lame leg, a missing eye, a scarred lower lip, or something similar. This is an important event in the character’s history. It preys on his mind, and it cannot be forgotten. When a player takes a wound, he loses one history slot. After three wounds, a character who is maimed also loses one point from his strength score."
Questions:
In exchange for the permanent wound, can you heal any number of lost body points?
Is there a distinction between a "permanent wound" and being "maimed" (the text presents this as an "or")
The last sentence is unclear to me. Does it mean that if you convert a lost body point to a wound three times (you have three distinct wounds), that you then loose a point of STR? This would make sense ... perhaps it's the wound/maimed jargon which is tripping me up.
Does a wound/maiming have any sort of game affect other than potential lost STR and lost history slot?
It seems, for the purposes of my character sheet, that it would be a good thing to have a place to record wounds and how they were caused, as a sort of negative history. Is this appropriate?
Thanks in advance.
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Rank: Advanced Member Groups: Member
Joined: 4/22/2009 Posts: 75 Points: 225 Location: Western NY, USA
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The notes section is probably enough for wounds. Anyway, basically you're "maimed" if you have any number of "permanent wounds," it's just another way of phrasing it. For every 3 permanent wounds you have, you lose 1 point of strength.
As far as how much gain you get from accepting a permanent wound, I'd personally probably rule it's a jump back up to 5 body, though I think it's intentionally left open to interpretation based on the severity of the wound. A scar on your leg versus a gimped leg are two drastically different things.
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Rank: Advanced Member Groups: Member
Joined: 5/8/2009 Posts: 182 Points: 258 Location: Morgantown, WV
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I have some houserule ideas regarding this particular part of the game... Perhaps I'll post them at some point, see if they complicate the game too much...
/*~Matthew Miller~*\
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Rank: Advanced Member Groups: Member
Joined: 4/22/2009 Posts: 75 Points: 225 Location: Western NY, USA
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Theoretically, they should come up infrequently enough that complex rules shouldn't really drag the game down. Theoretically.
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Rank: Advanced Member Groups: Member
Joined: 5/8/2009 Posts: 182 Points: 258 Location: Morgantown, WV
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Theoretically speaking. =)
My idea makes combat less lethal but more accessible... Likely a nice lead in to the hack 'n' slash SK variant. =D
/*~Matthew Miller~*\
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Rank: Administration Groups: Administration
Joined: 3/12/2008 Posts: 234 Points: 569
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Yes, the intention is that you can heal up to your full body (5, 6, whatever that may be). The "or" in "maiming or permanent wound" is just meant to suggest that the history item you take doesn't have to be a physical maiming. It could be a mental wound. Flashbacks, a nervous tic, nightmares that make you sit up gasping for air, something like that. So the idea is: you take any sort of colorful handicap you want, and the mechanical effect of the handicap is that you lose one history/skill slot. In exchange, you can heal right up to maximum body.
This does indeed make combat more accessible. It's meant to have characters coming out of dungeon crawls transformed, changed by their experience in very real ways. Of course, there are high-level fixer and wizard options that allow a character to avoid permanent consequences like this, but they are rare.
On the accessibility of combat: the point of tough combat and scarce healing is to drive play towards social scenes, chase scenes, mass combat scenes, investigations and organization play during the healing time. At least, I hope that is what people look to! There are a couple of ways to play 12 combat scenes in a row if that is the goal: increase time scale of campaign, decrease level of competition, decrease competition's weapon quality so many hits don't do damage against PCs' armor, establish a culture of healing (the culture rules are left quite open, and kings can do a lot with the doom), use spells such as dramba's Salve Doll and transfusions like the fixer's carmotic plasma, and so on. As written, the maiming option is meant to be selected now and then. I intended it that way because dynamic characters tend to be more fun than static characters. But feel free to add in more healing (the easiest way to do it is to bump up the potency and frequency of availability of things like carmotic plasma) if that is how you like to play. The happiest I could be is if you took the rules and made them your own, for your style of play!
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Rank: Advanced Member Groups: Member
Joined: 5/8/2009 Posts: 182 Points: 258 Location: Morgantown, WV
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YcoreRixle wrote:On the accessibility of combat: the point of tough combat and scarce healing is to drive play towards social scenes, chase scenes, mass combat scenes, investigations and organization play during the healing time. This is definitely the vibe I got from the rules. =) And it is a good one! So many games support hack 'n' slash so its nice to see a system that I actually like that honestly supports other sorts of campaign styles. Campaign styles that I am, admittedly, not familiar with. x_x At the same time though, I can see a SK variant where it becomes more hack 'n' slash and makes it extremely fun! It would be really cool to run a dungeon and then be capable of going back to town and having meaningful interactions both RP-wise and mechanically. I really can't wait to run/play this game!!! I have to convince this group of players that I am new to though... its going to be a tough path. =(
/*~Matthew Miller~*\
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Rank: Administration Groups: Administration
Joined: 3/12/2008 Posts: 234 Points: 569
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Heh well you can always send them the combat primer and see if that convinces them.
I hear you about "hack-n-slash" SK. One rule you might want to try is this: after every fight, roll a Strength check against the doom for every body point that you lost. For each check that you succeed on, you get one of those body points back. It wasn't a "real" wound, it was just a temporary shock, measure of fatigue, tweaked muscle, over-stressed joint or quick-healing bruise. I actually strongly considered putting this rule in the game. I've used it a lot when I wanted to heavily playtest combat. It rewards the melee-types especially, since they're the ones who should have high strength and should be taking most of the damage.
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Rank: Advanced Member Groups: Member
Joined: 5/8/2009 Posts: 182 Points: 258 Location: Morgantown, WV
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That's not a bad houserule at all!
I definitely want to play SK as written before implementing any of my houserules... but I love tinkering with stuff so much that I have to write my ideas down at bare minimum.
My idea for a more combat accessible SK is the following;
Death Watch: When a PC hits 0 Body, he enters the Death Watch status. When under Death Watch the PC cannot move or perform Maneuvers with an Attack Die. Also, every Round the player must make a Heart Test. If the result is 3 or higher, the combatant survives that Round. Otherwise, the combatant falls unconscious and will only heal 1 Body once the encounter is over. This effect also occurs if an opponent deals damage to a PC under Death Watch. Healing: Characteristic damage heals at a rate of 1 per day. Body damage heals at a rate of 1 per hour. After a fight is over, each PC heals an amount of Body equal to half of his current damage, rounded down.
In addition, the house rules I have written for the Hack'n'Slash variant includes bloated Body values and rolled damage... Only because that is the kind of pointlessness that one expects for those kinds of games. =) I feel guilty even talking about it because the very idea goes against SK's ideals. >_<
/*~Matthew Miller~*\
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Rank: Member Groups: Member
Joined: 5/27/2009 Posts: 28 Points: 84
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Thanks much for the response to my OP, Frank. It makes good sense.
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