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.
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