Welcome Guest Search | Active Topics | Members | Log In | Register

[GM] Three Strikes / Mortal Wounds Options
Wegzo II
Posted: Tuesday, April 28, 2009 7:08:43 AM

Rank: WEGS Overlord

Joined: 8/23/2007
Posts: 788
Location: New Yersej
At MEPA, some of the endgame encounters went on a bit too long as players made quite a few consecutive NDE saves. Too many in my opinion! It was probably my desire to get more Arks on the "dead pile" that drove this frenzy. Now WEGS 101 Arks are built for endurance, so there's nothing wrong with a half dozen NDE saves before they finally go OTTS.

In the past, there was talk of letting each NDE hit accumulate: if you are hit for -14% the first time and -26% the second time, you would have a -40% NDE for the second test. This though would get math messy, unless you rounded up/down like we do for minion wounds (i.e. a -14% NDE would be -10%, and -26 NDE would be -30% NDE). This would be brutal, brutal, brutal (both in game terms and playability). I'm not a big fan of tracking negative totals, especially at a point in the game where it needs speed.

Another simple option is the Three Strikes method...

In addition to all the other bad stuff that happens to the Ark for testing NDE, they also put a little X above their Wounds box on the Ark Kard. Each X adds +10% to the NDE. If an Ark has three Xs, they've got a 30% "bonus" to the NDE%. If they are hit for -26% NDE, they actually suffer a -56% NDE (26% + three strikes).

For WEGS 101 play, I'd limit this to three strikes and a 30% bonus. That's a pretty beefy edge for the NDE. While upper level minions won't need this edge, lower level minions will def have an advantage to their low wounding capability.

Bring out yer dead!

twisted

L. Willy Wick
www.GameWick.com
Maker of WEGS, the Wickedly Errant Game System
Sword-n-Sorcery With A Vegas Twist!

"Stick THAT in your bag of holding!"
Wegzo II
Posted: Tuesday, April 28, 2009 7:15:46 AM

Rank: WEGS Overlord

Joined: 8/23/2007
Posts: 788
Location: New Yersej
Now getting rid of the Xs is another issue...

These strikes indicate mortal wounds, so they shouldn't just vanish in a jiff.

Strikes can not be removed until an Ark is back to full wounds. At that time, they may expend 8% Rank to remove a single strike. 24% will remove all three. (OK. Ok. Maybe let the players burn their rank pre-healing...)

Sure, you could clear all the strikes at the end of an encounter for less brutal play, but if you're turning up the game heat, nothing wrong with adding some extra sizzle...

This ain't intro play, though.

evil

L. Willy Wick
www.GameWick.com
Maker of WEGS, the Wickedly Errant Game System
Sword-n-Sorcery With A Vegas Twist!

"Stick THAT in your bag of holding!"
kainthedragoonx
Posted: Tuesday, April 28, 2009 7:46:35 AM

Rank: Gaming Incarnate

Joined: 8/14/2007
Posts: 2,207
Location: The TTG Ziggurat (Cincinnati, Oh)



Dude that is fantastic! Nothing calms a rampaging GM like a total party kill! Soooooo much stuff to use in games...so very little time!

Administrator, Gaming Addict, and Forum Monkey!

Get Your Game On!

Razing Kain
The_Prof
Posted: Tuesday, April 28, 2009 9:44:04 AM
Rank: Advanced Member

Joined: 10/27/2008
Posts: 76
Location: New Yersej
I love the three strikes rule. For campaign play perhaps a week of R&R at the local Inn (Tavern for the Dwarves) would remove a strike!

The Prof
Devlan
Posted: Tuesday, April 28, 2009 3:29:40 PM
Rank: Member

Joined: 4/26/2009
Posts: 18
Location: Scatonish
Well more power to the DMs but that makes death for poor warriors much more oftern if iam under standing right.Anxious
Wegzo II
Posted: Wednesday, April 29, 2009 10:26:00 AM

Rank: WEGS Overlord

Joined: 8/23/2007
Posts: 788
Location: New Yersej
I don't think it warps the endgame too much; Warriors have higher INV% and this might soften the effect for them. Besides, once NDE% start, the end draws near. This just makes it "nearer"...

Another neat thing about this rule is how it will be applied to those who flee the battlemat with no remaining Phew! (Remember to leave the battlemat, it costs you a Phew! point for WEGS 101 play***). If an Ark is unable to pay the Phew! fee, they take a 2d10% NDE hit automatically. This will also be bumped by any NDE strikes they possess.

Optional rule is to have the lower of the 2d10% roll be the ten spot.

So, rolling a 5 and a 2 is a 25% NDE (+ Strikes).

This whole thread of thoughts is not recommended for starting play, though.

cheesygrin

(*** Paying a Phew! to leave the battlemat is a Dingbitt's Dunge O' Doom rule. That's the poker dungeon rules.)

L. Willy Wick
www.GameWick.com
Maker of WEGS, the Wickedly Errant Game System
Sword-n-Sorcery With A Vegas Twist!

"Stick THAT in your bag of holding!"
Users browsing this topic
Guest


Forum Jump
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.

Main Forum RSS : RSS

Powered by Yet Another Forum.net version 1.9.1.2 (NET v2.0) - 9/27/2007
Copyright © 2003-2006 Yet Another Forum.net. All rights reserved.
This page was generated in 0.237 seconds.