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Wound Penalties

Publié : 30 août 2016, 02:43
par Citizen K
Question: Do wound penalties affect a characters Speed / Initiative, or their Defence value? We played our first session tonight and I ruled that it didn't after a quick browse through the rules ... just wanted to make sure I was correct!

Thanks,
Shawn

Re: Wound Penalties

Publié : 30 août 2016, 12:00
par Citizen K
I've reviewed the Rulebook this morning and verified that wound penalties affect Defence. I'm still uncertain about Speed though!

Re: Wound Penalties

Publié : 30 août 2016, 14:18
par Iris
Well... good question...

I think I didn't apply the wound penalties on Speed neither on "mental resistance" (don't know how it was translated)

It seems to me to be a question of game leader style : if you apply strictly to all value, the game is much harder ; if you apply to none, it's far much easier

Re: Wound Penalties

Publié : 30 août 2016, 16:53
par Clovis
Iris a écrit :"mental resistance" (don't know how it was translated)
It was indeed translated as "Mental Resistance"!

The way I see it, wound penalties apply to all scores, even static ones, except maybe for Mental Resistance. However, as Iris said, you're free to interpret it however you want depending on how harsh you want wound penalties to be.

Re: Wound Penalties

Publié : 30 août 2016, 21:17
par Deorman
I apply it to everything without distinction, that'll teach those brat players :twisted: !

It makes sense to me that someone about to die is also more vulnerable to psychological invasion.

Re: Wound Penalties

Publié : 13 août 2018, 04:07
par StripelessTiger
I don't think it applies to Attack, Speed, Mental Resistance or Stamina (can't find anywhere in the core books stating such). The reasoning being that it would reduce the die roll by -6 collectively for a -3 penalty. That just doesn't make sense. It's not a permanent reduction to your core character, it is meant to indicate weariness/fatigue/injury affecting your maximum output. The penalty from wounds stacks with other penalties, that should be enough.

It makes sense for Defense since this is used to calculate To-Hit on another character's turn.

However, Speed is only used with an Initiative roll as far as I know. Feats or Perception would be the untrained "reaction" time skill. I don't think you ever roll Speed separately, it is always a Way.

At -3 wound penalty trying to make a 17 difficulty check on a d10 means you would have to roll a 10 (effective 7) with a 10 in the required skill to even achieve it. Tens can be treated as automatic or "close call" success in certain situations, but even still having 10 in a score is the max without training. Even -1 penalty is super harsh.