Wednesday, May 19, 2010

Wound Penalties

I said from almost the very beginning that I wanted wound penalties, and I also said I didn't want them to ever render a character completely ineffective. This means dropping dice from a pool is out. This also means jumping the number of successes needed in tests is out.

I considered dropping a character's method, but if I'm staging this by wound level this means even a specialist (method 5) at a deadly wound only rolls successes on a 1. Again, he's effectively nerfed and that's no fun.

I've got a quirky idea. I'm not sure how I feel about it, and I've not seen anything like it used before, but it's the best thing I've come up with so far. I need something that makes success less likely without reducing the die pool. So how about change the type of dice rolled?

For each level of wound, replace one d6 in your pool with a d8; your method remains the same. The switch in die type feels a little inelegant to me, but it does exactly what I want it to: makes success harder to come by without making it impossible. Even if someone's entire pool is converted to d8s, he's still capable of acting, but he's going to have less chance of success.

My big problem? Even with my monster collection of dice, I only have 3d8. I hope my players have more than that.

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