From: | Wafflemeisters <evamarie@**********.NET> |
---|---|
Subject: | Re: Damge,conciousness, and recovery [SNIPPED] |
Date: | Sun, 12 Apr 1998 04:36:54 -0500 |
>
> Wafflemeisters wrote:
> /
> /
> / I changed this a simple way: deadly wound levels give a +4 TN / -4
> / intitive and CAN (usually will) cause unconciousness.
> /
> / When you have reached 10 boxes of stun damage, make a test with body or
> / willpower (players choice) against 6+ injury modifiers each turn (before
> / your intitive roll). A succes means you remain concious and can act
> / normally. Failure means you are now unconcious, as per normal stun
> / damage rules.
>
> Here's an easier way. Deadly wounds (Physical or Stun) give a +4/-4
> wound modifer to TNs/Initiative. Every box of damage after Deadly
> increases the wound modifier by +1/-1. If the wound TN modifier
> exceeds a character's Body or Willpower (whichever is lower) they
> lose consciousness.
>
This weakens stun a LOT, since there is no "stun overflow"- unless you
count all physical as stun overflow once you have 10 stun filled?
> Optional: when the modifier exceeds the character's Body or Willpower
> (whichever is lower) the character may make an attept to stay
> conscious by making a Body or Willpower (whichever is lower) test vs
> the wound modifier. The character must make this test at the
> beginning of every combat round (before initiative is rolled), or
> when he takes more damage, to stay conscious.
>
> For example, a character with a Body of 7 and a Willpower of 4 will
> become unconscious when their wound modifier reaches +5/-5. If the
> character wants to stay conscious he will have to make a Willpower(5)
> test at the beginning of every turn before initiative is rolled. If
> at some point during the combat turn the character was injured again
> they would have to make another Willpower test to stay conscious.
>
> This is nice because characters with high stats don't automatically
> fall unconscious with a Deadly wound, and characters can lose
> consciousness with combined physical and stun wounds that aren't
> immediately life threatening.
I will grant its simple (no more than what I originally posted, though)
and that falling unconcious with just a serious wound is a possibility.
I personally would't want to screw a character that way, though- let
them use thier full track, I say- it'll fill up fast enough if thier
body is low, and I don't think size and toughness influences the ability
to stay concious as heavily as your rule has it..
Part of the beuty of the damage track is that it applies the same to
everyone. Low body people take more damage from a given wound, relative
to what will disable them. Changing the level at which they will be
disabled by a large amount mucks that up. I changed it a bit, to
reflect what I thought were some relistic factors, but this (though
simple) goes to far and in a bad direction.
I don't think it would be good that a normal pedestrian drops
unconcious so long before being in risk of dieing. Part of my intention
was to design a system that lets you remain concious AND die (mainly for
game dramma, partly to boost pain editors and such).
Also, as written, you've made most runners impossible to knock out with
stun damage, so what good would sleepy gas be as security? And you'd
have to really mangle a troll to knock him out, and even trolls don't
bounce back from deadly wounds.
A classic joke : " OK, new modual? I take a serious wound and earn 10
karma." - literally my first 4 adventures playing a samurai boiled down
to just that.
-Mongoose