Username:    Password:      Remember me       
Great White Games/Pinnacle Entertainment Group Forum Index Great White Games/Pinnacle Entertainment Group
Discussion Forum for PEG/GWG
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

[Classic] Remembering Wind Loss

 
Post new topic   Reply to topic    Great White Games/Pinnacle Entertainment Group Forum Index -> Deadlands: The Weird West
View previous topic :: View next topic  
Author Message
Crion
Novice


Joined: 27 Feb 2012
Posts: 49
Location: Pennsylvania

PostPosted: Thu May 03, 2012 3:13 pm    Post subject: [Classic] Remembering Wind Loss Reply with quote

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.
Back to top
View user's profile Send private message
SteelDraco
Novice


Joined: 09 May 2011
Posts: 61

PostPosted: Thu May 03, 2012 4:33 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message
Crion
Novice


Joined: 27 Feb 2012
Posts: 49
Location: Pennsylvania

PostPosted: Thu May 03, 2012 4:49 pm    Post subject: Reply with quote

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?
Back to top
View user's profile Send private message
SteelDraco
Novice


Joined: 09 May 2011
Posts: 61

PostPosted: Thu May 03, 2012 4:58 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message
Crion
Novice


Joined: 27 Feb 2012
Posts: 49
Location: Pennsylvania

PostPosted: Thu May 03, 2012 5:00 pm    Post subject: Reply with quote

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?
Back to top
View user's profile Send private message
SteelDraco
Novice


Joined: 09 May 2011
Posts: 61

PostPosted: Thu May 03, 2012 6:00 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message
ashenwolf
Novice


Joined: 05 Apr 2004
Posts: 54
Location: Tn.

PostPosted: Thu May 03, 2012 6:32 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message Yahoo Messenger
Fists-of-Dorn
Novice


Joined: 28 Nov 2010
Posts: 81

PostPosted: Thu May 03, 2012 10:11 pm    Post subject: Re Reply with quote

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.
Back to top
View user's profile Send private message
doomblade403x
Novice


Joined: 14 Feb 2012
Posts: 62

PostPosted: Fri May 04, 2012 8:20 am    Post subject: Reply with quote

1d6 per wound level.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Great White Games/Pinnacle Entertainment Group Forum Index -> Deadlands: The Weird West All times are GMT - 5 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum