Damage in Free-Style Role-Play Concepts A. Traits B. Task Resolution C. Skills D. Wounds E. Combat F. Quick & Dirty G. Magic H. Ignobles I. Advancement J. Missions K. Encounters L. Digressions D. Wound System On subject of wounds, there are no ridiculous 'hit-points' in Better Games. As players advance in abilities they become better able to defend themselves from attack, not grow in an artificial method of gaining damage points. In combat the players will give and receive wounds. In Barony the wounds are classified by four types of Ferocity: Bruise/Cut, Bleeder, Vicious and Spirit. In Era Ten again four wounds of Criticality Abrasive, Morale Test, Walking and Vicious. In Avengers of Justice our comic book heroes and foes have wounds Fatigue, Mental and Vicious. In reality based game like Cutlass, there is only one wound of importance Vicious. In every game, Vicious wounds are worst. Wounds tend to overflow, with extra damage of one type increasing in severity. Often the players will suffer just two vicious wounds before his days are over. Yet as he increases in ability and level, he becomes harder and harder to hit. The statistics of play will mean however that eventually a few fluke blows will be delivered no matter how skillful the character. When that time arrives even the best will falter. So combat, as will be seen, is not always the logical choice. Add to that sobering fact that Fatigue wounds will quickly recover, but Vicious wounds can linger (even permanently). The players must use combat as a privilege and a responsibility, not just as the be all end all of play. Lest they exhaust their luck too soon. Use the Vox Populii to ask a question or offer a comment. More Games
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