It occurs to me that wounds on high level characters suffer the same problem as traffic fees to rich people... They just don't do enough damage to make it matter.
My suggestion is that rather than taking a flat number of points from a stat, that all wounds instead inflict a percentage of stat damage. This will help them remain meaningful even to high statted characters (who will now suffer penalties in the, potentially, hundreds of points) rather than simply a minor inconvenience in the form of a few measly points. This could also be represented by a penalty that increases based on the size and severity of the wound in the event that wounds build upon one another.
Wounds are great, and I love them as a mechanic, and am very interested in seeing disease and such implemented using a similar system but if I understand how they work correctly, then we need to see some buffing of wounds penalties to make them truly meaningful at every level of play.
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
A possible tweak to wounds
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Wonderful
- Posts: 108
- Joined: Sat Mar 01, 2014 4:17 pm
Re: A possible tweak to wounds
+1Lunarius_Haberdash wrote:It occurs to me that wounds on high level characters suffer the same problem as traffic fees to rich people... They just don't do enough damage to make it matter.
My suggestion is that rather than taking a flat number of points from a stat, that all wounds instead inflict a percentage of stat damage. This will help them remain meaningful even to high statted characters (who will now suffer penalties in the, potentially, hundreds of points) rather than simply a minor inconvenience in the form of a few measly points. This could also be represented by a penalty that increases based on the size and severity of the wound in the event that wounds build upon one another.
Wounds are great, and I love them as a mechanic, and am very interested in seeing disease and such implemented using a similar system but if I understand how they work correctly, then we need to see some buffing of wounds penalties to make them truly meaningful at every level of play.
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: A possible tweak to wounds
Concussions are though? And there's like no other stat loss wounds you get in pvp





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wonder-ass
- Posts: 2359
- Joined: Thu Aug 01, 2013 7:02 am
Re: A possible tweak to wounds
heh i had like the highest possible concussion once and crazy high wretched gore that took ages to heal. besides only way to actually make wounds scary is by permanent wounds or loss of limbs but that would just be too punishing and unfun. could make bleeding out a thing in combat so people cant just run forever after taking a big hit and actually bleed out shp so they get koed.
see homo sexuality trending,. do not do that.