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BluSponge blusp...
BluSponge blusponge@verizon.net's picture
A question of wounds
rules

So played our first game with the new system tonight.  I'll have more to say about this later.  But one question did come up about wounds.  I think there was a thread about this somewhere already, so please help me out if so.

Ok, so Hero gets in a fight and take 2 dramatic wounds.  Scene ends, wounds go away, dramatic wounds stay.  Hero get in another fight.  At this point, does he take his third dramatic wound on the fifth wound, or on the 13th wound?

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Salamanca
Salamanca's picture
13th wound. Otherwise they would stay filled in. Also, if the first damage they take is from a villain shot pistol, they take that first flesh wound and a dramatic and have 7 flesh wound before their next dramatic.
BluSponge blusp...
BluSponge blusponge@verizon.net's picture

Ok.  That makes sense.  There was a LOT of table talk about how to abuse that aspect of the system, but doing things the other way feels like it would make the game FAR too gritty.  In the future, I think the solution will be judicious use of firearms and getting a better handle on when a scene ends.

Salamanca
Salamanca's picture
It isn't that easy to abuse. They are heroes, the plan is to knock them around repeatedly. And remember to add your dice for every player that has taken that second dramatic.
BluSponge blusp...
BluSponge blusponge@verizon.net's picture

Yeah, they just fought brutes.  Some pretty big squads though.  I went easy on the danger points, no doubt.

Salamanca
Salamanca's picture
Yeah, ten brutes is two dramatic, they panic at that. But if they spend a few down, it should be manageable. I would recommend squads be built with the mindset of average raise counts in mind. 4 basic starting characters are probably going to be at around 14 raises for the group. So I would aim for maybe 3 five man squads. Add a low end consequence and 2 opportunities. If they roll well, they clean up. Roll bad and it won't kill them.
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