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Crion Novice
Joined: 27 Feb 2012 Posts: 49 Location: Pennsylvania
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Posted: Thu May 03, 2012 3:13 pm Post subject: [Classic] Remembering Wind Loss |
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Just a thought: does anyone have any pointers to remember how much Wind is lost for each attack/wound?
Honestly, does anyone bother with that part? My former Marshal ignored the Wind loss for a wound and combat seemed to flow well enough (and still remain brutal), but I'm curious if anyone else had a better way around it so as to not take the party out too easily with it. |
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SteelDraco Novice
Joined: 09 May 2011 Posts: 61
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Posted: Thu May 03, 2012 4:33 pm Post subject: |
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| Sorry. I always hated the wind mechanics, and never really used them after a few sessions of trying. I'd avoid them. Much happier with the Reloaded damage system. |
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Crion Novice
Joined: 27 Feb 2012 Posts: 49 Location: Pennsylvania
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Posted: Thu May 03, 2012 4:49 pm Post subject: |
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| SteelDraco wrote: | | Sorry. I always hated the wind mechanics, and never really used them after a few sessions of trying. I'd avoid them. Much happier with the Reloaded damage system. |
I wasn't too horribly keen on Reloaded's damage system; I like the dramatic system of location damage, which is one of the reasons why my group and I were sticking with classic.
So, did you do away with Wind loss for Wounds (but still with weak attacks, dehydration, Hexes, etc), or did you do something different? |
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SteelDraco Novice
Joined: 09 May 2011 Posts: 61
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Posted: Thu May 03, 2012 4:58 pm Post subject: |
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| Crion wrote: | | SteelDraco wrote: | | Sorry. I always hated the wind mechanics, and never really used them after a few sessions of trying. I'd avoid them. Much happier with the Reloaded damage system. |
I wasn't too horribly keen on Reloaded's damage system; I like the dramatic system of location damage, which is one of the reasons why my group and I were sticking with classic.
So, did you do away with Wind loss for Wounds (but still with weak attacks, dehydration, Hexes, etc), or did you do something different? |
Makes sense. I wasn't fond of damage locations, either. Different strokes.
Yeah, we just used Wind for nonlethal attacks and ignored the Wind damage from wounds. |
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Crion Novice
Joined: 27 Feb 2012 Posts: 49 Location: Pennsylvania
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Posted: Thu May 03, 2012 5:00 pm Post subject: |
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| SteelDraco wrote: |
Makes sense. I wasn't fond of damage locations, either. Different strokes.
Yeah, we just used Wind for nonlethal attacks and ignored the Wind damage from wounds. |
Different strokes indeed. As long as we are happy with the systems we have, ne?
I assume that approach worked out rather well in the long run? Smoother combat but still deadly? |
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SteelDraco Novice
Joined: 09 May 2011 Posts: 61
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Posted: Thu May 03, 2012 6:00 pm Post subject: |
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| It worked okay, as long as all were aware that you'd get maimed in combat if you didn't tuck and run when you're in trouble. No wind damage from lethal attacks meant you had to inflict permanent maiming injuries in order to put someone down - there was no knocking people out with bullets. Made for longer combats, but messier. |
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ashenwolf Novice
Joined: 05 Apr 2004 Posts: 54 Location: Tn.
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Posted: Thu May 03, 2012 6:32 pm Post subject: |
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One die per wound wasn't tough to remember but remebering to roll wind, stun, and recovery could get cumbersome. We generally ignored wind and just keep up with stun and recovery checks. also only applied wound mods to stun checks and not recovery checks.
Struck a balance of your to hurt to do anything but you might be able to rally.
Fights lasted more rounds but where shorter real time.
Using all the rules we found that without poker chips flowing freely the fights where less deadly with enemies that take prisoners but much more deadly with enemies out to kill you. Usually because wind damage can explode and put you down well before wounds would. And recovery checks can be brutal.
And the fights where longer real time do to book keeping.
That could create some horrific deaths since your groggy and can't act when winded but that was often not worth the extra bookkeeping. and annoying if you weren't hurt badly.
Other option we used was just doing a flat 4 or 5 wind per wound instead of rolling. This also worked pretty well. |
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Fists-of-Dorn Novice
Joined: 28 Nov 2010 Posts: 81
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Posted: Thu May 03, 2012 10:11 pm Post subject: Re |
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You might try using a non-acing d4 of Wind damage per wound.
The lethality of combat typically depends on the foes you are up against. If they are in a hurry, not of the murderous mind set, or otherwise unlikely to take the time to deliver a killing blow, then much of the time you won't have to worry about it so much. Granted you might bleed to death before your allies wake up from their wounds, but that's life and ought to be met with dignity by the player.
Most people, even a lot of wanted men across the West, are unwilling to strike a final blow against an unconscious foe. Allowing characters to get winded during a fight, via wind damage from wounds, can certainly allow for some fun interactions between the characters and npcs. Which is all well and good when the npc in question is not a slavering abomination hellbent on consuming the character's body and/or soul. So I definitely understand the frustration with pulling a Peter Griffin because your rough and tumble Texas Ranger stubbed his toe.
Going with wind damage and going without it both have attractive benefits, but I would work to keep it in during combat when able. And using the non-acing d4 per wound just might alleviate the early incapacitations enough to do just that.
Hope that helps.
-Fists. |
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doomblade403x Novice
Joined: 14 Feb 2012 Posts: 62
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Posted: Fri May 04, 2012 8:20 am Post subject: |
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| 1d6 per wound level. |
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