Mon 06 Dec 2021, 17:16
I like it. Mixes it up a bit while keeping down bookkeeping.
It’s got me thinking about injuries in games in general, based also on me getting myself hurt in combat sports.
I’m thinking there area 4 classes of injury:
1. Non life threatening, that don’t incapacitate
2. Non life threatening, that immediately incapacitate or shock
3. life threatening, that don’t incapacitate
4. life threatening, that immediately incapacitate or shock
Clearly in between you can get permanent injuries etc
The table does a good job of capturing this. Perhaps two things that are missing are cases when you kill an opponent, but they just don’t know it yet - but they will suddenly collapse in a few rounds (getting stabbed with a sword for example), and when you take down an opponent, but they get back up again in a few rounds (winded, shocked etc - but maybe CUF handles this, kind of).
It might be cool to link injury to CUF in some way. V2 tw2k did that. CUF (initiative) was a score from 1 to infinity, but mostly 1-6. Light injuries gave -1, medium -3, serious -5 (not cumulative). If your CUF went down, 3 things happened 1) you acted later in the turn order 2) you went into shock if CUF reached 0 3) all panic rolls were harder (they were d6 vs initiative / CUF).
I wonder if you could roll stamina + CUF as an opposed Test vs the number of damage received (each success cancelling a damage).
Residual damage
0 flesh wound - continue as normal
1 “winded” or shocked - CUF fail rules apply
2 hurt - withdraws / staggers away
3 badly hurt - withdraws / staggers away, maybe collapses or surrenders
4 dead, or at least dying
???