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Vartax Lieutenant Commander
Joined: 13 Oct 2003 Posts: 203 Location: Salem, OR
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Posted: Wed Oct 29, 2003 5:57 pm Post subject: |
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Who uses the double wounded status on the revised edition? And what do you think about it vs. the single wounded status. |
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Rathe Ehtar Commander
Joined: 11 Oct 2003 Posts: 440 Location: Vacaville, CA
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Posted: Thu Oct 30, 2003 4:54 pm Post subject: |
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I like the fact that you could be really hurt, but conscious enough to get the hell out of the fire and far away from the frying pan.
I never tried the earlier versions of the game. _________________ "I don't know about angels, but it's fear that gives men wings." -Max Payne
"I don't buy that cluck like a dog, bark like a chicken stuff." -Col. Jack O'Neill |
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Urhart the Fallen Angel Lieutenant Commander
Joined: 06 Oct 2003 Posts: 203 Location: New York City, USA
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Posted: Thu Oct 30, 2003 11:49 pm Post subject: |
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I use that all the time to show that the caracter is so hurt that they are about to die but they can still know who saves them (or whether a person doesn't bother). Sometimes I also do enough damage to kill the character, but they are still alive and consious, that way they can know what hit them. _________________ 'God gave you grace to purge this place
And peace all around may be your fortune
Oh oh children of the land
Love is still the answer take my hand
The vision fades a voice I hear
Listen to the madman!' |
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Loc Taal Grand Master (Founder / Admin Emeritus)
Joined: 17 Jun 2003 Posts: 801
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Posted: Fri Oct 31, 2003 9:59 am Post subject: |
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I like the new wounded twice rule in the Revised and Expanded Edition. It's a bit easier on the characters by letting them take more damage. I think it's also more realistic because soldiers often suffer more than one wound and live to tell about it.
NOTE: The old Second Edition rules didn't have wounded twice. If a wounded character was wounded again, they became incapacitated. _________________ "Mind what you have learned. Save you it can." --Yoda
The original RANCOR PIT archive |
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Crell Damar Line Captain
Joined: 31 Jul 2003 Posts: 845
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Posted: Fri Oct 31, 2003 4:42 pm Post subject: |
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yeah, just being wounded twice has ended up saving a lot of the characters in my urban war game, but i've also seen it screw over some players many times before
but if it were only good, then it wouldn't be balanced enough to be a good rule _________________ "For over a thousand generations, the Jedi Knights were the guardians of peace and justice in the Old Republic. Before the dark times... before the Empire. "
Obi-Wan Kenobi |
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Vartax Lieutenant Commander
Joined: 13 Oct 2003 Posts: 203 Location: Salem, OR
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Posted: Sat Nov 01, 2003 7:33 pm Post subject: |
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overall for me it's worked pretty good. I think it does give it a bit more of a chance for a strong character to survive while a small fry that gets wounded too easy suffers from.....bad genes? |
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roguesquad Lieutenant
Joined: 04 Oct 2003 Posts: 78 Location: Winnipeg, Manitoba, Canada
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Posted: Tue Nov 25, 2003 3:23 am Post subject: |
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This question doesn't have much about being wounded twice, but simply being wounded at all. Maybe I missed it, but in the rule book for 2nd edition, ( I don't have the revised and expanded version), for the stun result, the damage is 0 to 3 points in range. Am I missing something, or if it does no damage, then why does it stun the person. And what if they are wearing armor? Does it still stun them even though it did no damage? Is that rule there just so there always a chance of stunning a person? _________________ Great is the Lord and most worthy of praise; his greatness no one can fathom. Psalm 145:3 |
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Crell Damar Line Captain
Joined: 31 Jul 2003 Posts: 845
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Posted: Tue Nov 25, 2003 3:29 am Post subject: |
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in our games if they person soaks all the damage (takes 0) then we don't call it stunned... we just say the blast rolled off him... or he narrowly avoided what could have been a lethal blast... I think the 0 damage for a -1D to everything for 2 rounds is crappy... It's all GM's discretion _________________ "For over a thousand generations, the Jedi Knights were the guardians of peace and justice in the Old Republic. Before the dark times... before the Empire. "
Obi-Wan Kenobi |
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Phaedrus Ensign
Joined: 06 Nov 2003 Posts: 26 Location: Santa Rosa, CA
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Posted: Tue Nov 25, 2003 1:35 pm Post subject: |
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I think that the rule for twice wounded keeps the mortality rate of the game down, which I like. I'm not one for killing off PC's, unless they do something stupid With weapons that can deal out a pretty good amount of damage, and most PC's not having a very high strength, I feel that the mortality rate of Star Wars is pretty high when compaired with some other RPG's. I mean, even the standard 5D damage for a storm trooper rifle is pretty high, when humans can't have more then 4D in strength. This makes armor almost essential! And as a GM, and as a player, I hate killing off characters. So I feel that twice wounded is a great thing.
Now for the stun rules, like Crell, I've often debated about the 0-3 damage is a stun. 0 points of damage is a tricky one. If your armor eats most of the blaster bolt, you shouldn't have any ill effects, but then no one should be able to take a blaster bolt and just shrug it off. I guess I'm still up in the air about it. I'll probably stick with the original rules for now.
Well thats my two cents worth
~ phaedrus _________________ "That which does not kill us, makes us stronger" - Friedrich Nietzsche |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Oct 02, 2005 6:05 am Post subject: |
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Waves hand in air 8)
As for The damage chart... it still goes wounded - incap - mortal wounded. It is just with this level there, you can get 2 wounded results. As to the stun/wound combination, i would say it DOES combine. _________________ Confucious sayeth, don't wash cat while drunk! |
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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Sun Oct 23, 2005 3:30 am Post subject: |
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I like the idea of multiple wounds, and have actually expanded it for my games. I allow a character to sustain a number of wounds equal to STRENGTH before passing out from trauma and shock. For most characters this is 2 or 3 wounds. This applies to NPCs as well. It creates slightly more of the action movie feel I like, and yes, the wound penalties are cumulative. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Oct 23, 2005 6:39 am Post subject: |
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But does that not make comabt more 'easier'?? Also, does your damage chart (from getting hit) still go stun/wound/incap/MW? _________________ Confucious sayeth, don't wash cat while drunk! |
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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Sun Oct 23, 2005 4:25 pm Post subject: |
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garhkal wrote: | But does that not make comabt more 'easier'?? Also, does your damage chart (from getting hit) still go stun/wound/incap/MW? |
It does and does not make it easier at the same time. It allows for bigger and stronger characters and aliens to withstand slightly more punishment from lesser wounds, but then each wound still incurs a -1D wound penalty, so I feel that counterbalances to some extent. I justify this with the Star Wars definition of a wound being rather vague, and could range from lacerations to broken bones. So far, my players like this, and it does apply to NPCs as well, so that also balances.
Yes, I still have the damage scale go from Stun to Wound to Incapacitate to Mortal Wound to Kill. So the higher results will result in heavier wounds. I use the First edition/Rules Companion for wounding scale and stun rules. Even with those we still see a fair number of incapacitates and mortal wounds even on strong characters.
On an Incapacitate, I use the rules in the new D6 system, where a character can attempt to remain concious with a moderate Stamina roll (remember wound penalties). If successful, movement is at half rate, and the character suffers a -3D (in addition to other wound penalties) to all actions. This also applies to NPCs. Basically, even if successful, it only allows a character to crawl away slowly to die, as generally all other skills are innefective by now.
I do it this way to lend to a much more action-oriented and heroic campaign. Even so, player death happens. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Oct 24, 2005 6:42 am Post subject: |
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Fare enough. _________________ Confucious sayeth, don't wash cat while drunk! |
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