Taliesin
03-27-2014, 12:09 PM
One thing that I cannot get my head around — and I know new players to my campaign struggle with — is that there's no penalties to skill levels for being wounded. So, once engaged, a knight fights just as well unwounded as he does having received a major wound, save for the prospect of losing consciousness of course. This is difficult for people to reconcile with their experience with other games and indeed their real-life experience. I suppose the standard answer to this is that the literature does not concern itself with such trivialities, that the heroic knights of the Arthurian tradition just fight till they drop. Another answer is it's a needless complication. I would counter that the game goes to great lengths to achieve a sort of historic verisimilitude, if not realism, so why should combat be exempt from this sort of rationality?
So I'm curious — how do you deal with this in your campaign? How do you respond to players who may feel "cheated" that their foes don't realistically react to their wounds? I know there's always the problem of the "death spiral" but aren't such effects mitigated by the use of passions and traits?
Here's an idea that I've been considering. It used the standard wound hierarchy, but adds a level. Each level has penalties to combat (and other physical) skills:
Damage from a single blow that is 1/2 or less than the character’s Major Wound threshold (CON) deals a Flesh Wound. Weapon skills are at -1, cumulative.
Damage from a single blow that is more than 1/2 than the character’s Flesh Wound threshold (CON) but less than CON deals a Light Wound. Weapon skills are at -3, cumulative.
Damage from a single blow that is equal to or greater than the character’s Major Wound threshold (CON) deals a Serious (Major) Wound. Weapon skills at -5, cumulative.
Damage from a single blow that is equal to or greater than the Total Hit Points (CON + SIZ) deals a Mortal Wound. Subject is helpless/incapacitated. Weapon skills are not possible.
Although this adds a little complexity (another wound level and tracking penalties) it seems to me that such a system would actually make combats shorter, and mitigate some of the issues we've seen with ties, and the "tink, tink, boom" effect.
Thoughts?
T.
So I'm curious — how do you deal with this in your campaign? How do you respond to players who may feel "cheated" that their foes don't realistically react to their wounds? I know there's always the problem of the "death spiral" but aren't such effects mitigated by the use of passions and traits?
Here's an idea that I've been considering. It used the standard wound hierarchy, but adds a level. Each level has penalties to combat (and other physical) skills:
Damage from a single blow that is 1/2 or less than the character’s Major Wound threshold (CON) deals a Flesh Wound. Weapon skills are at -1, cumulative.
Damage from a single blow that is more than 1/2 than the character’s Flesh Wound threshold (CON) but less than CON deals a Light Wound. Weapon skills are at -3, cumulative.
Damage from a single blow that is equal to or greater than the character’s Major Wound threshold (CON) deals a Serious (Major) Wound. Weapon skills at -5, cumulative.
Damage from a single blow that is equal to or greater than the Total Hit Points (CON + SIZ) deals a Mortal Wound. Subject is helpless/incapacitated. Weapon skills are not possible.
Although this adds a little complexity (another wound level and tracking penalties) it seems to me that such a system would actually make combats shorter, and mitigate some of the issues we've seen with ties, and the "tink, tink, boom" effect.
Thoughts?
T.