House-Rule: Wounds make the heroes Weary
Posted: Tue Feb 24, 2015 12:06 pm
Michebugio said:
First, I like the fact of making armours more important without changing the numbers (damage received, difficulty for travels,...). One general rule is way more simpler than coming up with adjustments for every armor under different circumstances (battle, travel, movement skill checks,...), and at first glance is as effective or resolutive.
Second thought that came to my mind, the Beorning's Cultural Blessing makes even more sense:
The only thing I think LMs should be very careful about is the conditions under which a Wound is healed. The Revised Book says:
Anyone else sees anything with this house rule worth mentioning?
In another thread, Michebugio shared this (among others) house rule and I liked the idea a lot. I'm trying to think of side implications of it, and wanted some feedback or ideas from people who use it or have given it a thought.Wounded also makes you Weary . I just wanted some more emphasis on the advantages of armour (which, by the RAW maths, is actually a disadvantage in many circumstances).
First, I like the fact of making armours more important without changing the numbers (damage received, difficulty for travels,...). One general rule is way more simpler than coming up with adjustments for every armor under different circumstances (battle, travel, movement skill checks,...), and at first glance is as effective or resolutive.
Second thought that came to my mind, the Beorning's Cultural Blessing makes even more sense:
In a fight, we know that a hero can be wounded with nearly full Endurance, or he can reach 0 Endurance without a single Wound. I'd like to think here if the blessing should be changed to: "A beorning doesn't become Weary when Wounded, only if his Endurance reaches his Fatigue Threshold". This way, beornings are encouraged to use light or no armor (animal pelts and such). The Virtue Great Strenght also has some nice synergie with this rule: "Wounds don't make me Weary, Encumbrance does. So I'll keep Encumbrance to a minimum." And, on top of that, this tendency to no-armor may result in Beornings being Wounded more often than other heroes. The Virtue Skin-Coat allows them to have some control over the second Wound that would knock them out, by using their Encumbrance (that, once again, due to beornings not using armour, is a greater resource for them than is for other cultures).During combat, a Wounded Beorning ignores the
effects of being Weary (whether he was injured during
the same fight or not).
The only thing I think LMs should be very careful about is the conditions under which a Wound is healed. The Revised Book says:
I bolded the part that can unbalance things: just by reaching full Endurance (via Rally Comrades, for example) doesn't make a Wound dissappear. You also need a prolonged rest.When the Endurance score of an injured character reaches
its maximum rating after a prolonged rest, the hero is
considered to have been finally restored to full health, and
the Wounded label on his character sheet can be unchecked.
Anyone else sees anything with this house rule worth mentioning?