One of the characters in our group, a Woodman, was wounded in an incursion with an Orc last session. He treated it himself following the fight, but now they're about to bash heads with an even larger force, and he doesn't have time to heal up his endurance to full (to get rid of the wound).
Shit's scary. It'll get you killed real fast.
Wounded in Mirkwood
Re: Wounded in Mirkwood
I don't envy him! Sounds like he's going to want to hang back and hope his companions protect him!
Re: Wounded in Mirkwood
Welcome to the ugly side of Wounded. It might not be much in normal combat, but it's a pain in the long run ![Twisted Evil :twisted:](images/smilies/icon_twisted.gif)
![Twisted Evil :twisted:](images/smilies/icon_twisted.gif)
"What is the point of having free will if one cannot occasionally spit in the eye of destiny?" ("Gentleman" John Marcone)
Re: Wounded in Mirkwood
Wounded is interesting in this game: it doesn't really have any immediate effect other than making you Wounded, so players (my players, anyway) think, "Oh, that's not so bad" because they're expecting some kind of death-spiral rules.
And then they realise they're only getting Endurance back in a trickle, and that any hit could be the end, and suddenly they understand that it is, in fact, so bad. It's a very nice mechanism.
And then they realise they're only getting Endurance back in a trickle, and that any hit could be the end, and suddenly they understand that it is, in fact, so bad. It's a very nice mechanism.
"Self-discipline isn't everything; look at Pol Pot." —Helen Fielding, Bridget Jones: The Edge of Reason
Re: Wounded in Mirkwood
"'Tis just a flesh wound!"
Yeah, wounding doesn't mechanically preclude much. Narratively, tho', it can include a lot more. Like a broken arm being useless.
Yeah, wounding doesn't mechanically preclude much. Narratively, tho', it can include a lot more. Like a broken arm being useless.
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