The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
August 19, 2022, 06:01:30 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4285
Members Latest Member:
-
Jason DAngelo
Most online today:
83
- most online ever:
565
(October 17, 2020, 02:08:06 PM)
The Forge Archives
Inactive Forums
Burning Wheel
(Moderator:
Luke
)
alternate wound penalties
Pages: [
1
]
2
« previous
next »
Author
Topic: alternate wound penalties (Read 9368 times)
xiombarg
Member
Posts: 1183
alternate wound penalties
«
on:
January 05, 2004, 12:56:12 PM »
http://www.burningwheel.org/pdf/woundtolerances.pdf
It appears that Luke thought these important enough to print out and include them, as a seperate sheet, with my copy of
The Burning Wheel
.
Why is this? Could someone point me to appropriate threads somewhere? What's wrong with the wound penalties as printed? The standard rules seemed simple enough to me, and the change seems very small.
Logged
love * Eris *
RPGs
* Anime * Magick * Carroll * techno * hats * cats * Dada
Kirt "Loki" Dankmyer -- Dance, damn you, dance! --
UNSUNG IS OUT
taepoong
Member
Posts: 120
alternate wound penalties
«
Reply #1 on:
January 05, 2004, 01:08:36 PM »
Although I couldn't find a specific post over on BW.org and RPG.net, I have read
many
... um, "complaints" that the original wound system was a "statistical oddity" and such since it was better to have -1D than a +1 or a +2. There was much math and statistical analyses tossed around and eventually those that complained got their message through to Abzu. In his greatness, he delivered forth the new version of the wounding system. Although this system has been playtested for some time now, it is still not official. There is still some flux in the healing times and treatment effects.
Logged
Abzu yelled at me and called my old sig "silly."
xiombarg
Member
Posts: 1183
alternate wound penalties
«
Reply #2 on:
January 05, 2004, 01:16:40 PM »
In that case, what is the math on that? It isn't exactly intuitive.
Logged
love * Eris *
RPGs
* Anime * Magick * Carroll * techno * hats * cats * Dada
Kirt "Loki" Dankmyer -- Dance, damn you, dance! --
UNSUNG IS OUT
taepoong
Member
Posts: 120
alternate wound penalties
«
Reply #3 on:
January 05, 2004, 01:31:13 PM »
I failed algebra in highschool and really haven't paid attention to math since. I am sorry, but I cannot help you there. Also, I find those sort of posts highly painful to read.
Logged
Abzu yelled at me and called my old sig "silly."
Luke
Moderator
Member
Posts: 1359
Conventions Forum Moderator, First Thoughts Pest
alternate wound penalties
«
Reply #4 on:
January 05, 2004, 03:54:19 PM »
heh heh, this old saw again? Glad to know you got the game, Kirt!
Let me explain:
the wound penalties in the book work just fine, if you don't mind having the Superficial and Light wounds count more than Midi or Severe. Personally, I don't mind at all, but jesus some folks howled on about this.
Anyway, raising the DN to 5 or 6 for a roll is statistically more detrimental than subtracting a die or, in most cases, from raising the obstacle. So I created an alternate version to attempt to satisfy both sides of the camp. Use either one, it doesn't really matter. All that matters is that a lost die causes a Steel test, wounds subtract dice (for incapacitation) and that characters have a Mortal Wound tolerance. Everything else is really just gravy.
From my own experience, I've found the revised wound penalties easier for new players to swallow.
-L
Logged
The Burning Wheel Fantasy Roleplaying System
Burning Empires
Mouse Guard
taepoong
Member
Posts: 120
alternate wound penalties
«
Reply #5 on:
January 05, 2004, 04:38:03 PM »
Ah, I should've also noted that part of the rules adjustment comes from a philosophy of not wanting to change the DN at all. Having one number to rule them all makes for a real slick system, I think. It was fairly easy to do with the Wound system, but it's proving a little more prickly with the Armor system. Ideally, BW will be a game without any changing DNs - unless you epiphany, that is!
Logged
Abzu yelled at me and called my old sig "silly."
Kaare_Berg
Member
Posts: 74
alternate wound penalties
«
Reply #6 on:
January 06, 2004, 12:28:43 AM »
I have a hard time with math but my players screamed bloody murder at the old rules (litterally).
It worked like this:
My mage player'd take a scratch or a deep cut and his difficulty number would increase to 5 or 6. Drasticly increasing his risk of not making a
forte
test, something which is really, really bad if magic is your thing. (moans and grumbles from my player and threats of self-inflicting wounds to get to the +3 DN stage where one looses a die.)
Start using the new rules and he'd take that steel test instead of having to take a
forte
test against a higher DN when lightly wounded. He throw his forte dice with one less die, but he'd only need 4s, not 5s or 6s. Pervertedly this makes it safer for him to cast his spells.
He still whines when hit but at least he wont be cutting himself before he casts his next spell.
Logged
back again
Lxndr
Acts of Evil Playtesters
Member
Posts: 1113
Master of the Inkstained Robes
alternate wound penalties
«
Reply #7 on:
January 06, 2004, 06:34:10 AM »
An example that should illustrate the general nature:
Roll five dice against DN6, there's a 60% chance of getting ONE success. Rolling four dice against DN 4, there's a 93% chance of getting one success, and about a 68% chance of getting two. In fact:
5 dice against DN4: 97% chance of one success
5 dice against DN5: 86% chance of one success
5 dice against DN6: 60% chance of one success
4 dice against DN4: 93.75% of getting one success
...
And so on. In other words, even DN+1 is in many ways a higher penalty than -1D, even if ostensibly you have a chance of getting MORE successes than is possible with a smaller die.
I just futzed this off the top of my head right now, so if there are any errors, I apologize. But the change is drastic.
Logged
Alexander Cherry,
Twisted Confessions Game Design
Maker of many fine story-games!
Moderator of
Indie Netgaming
Durgil
Member
Posts: 306
alternate wound penalties
«
Reply #8 on:
January 06, 2004, 09:06:03 AM »
You can also see the odds for yourself by checking out my
Probability Tables
that I did in Excel, and Luke posted in the
Downloads
section of the
Burning Wheel
's website.
Logged
Tony Hamilton
Lxndr
Acts of Evil Playtesters
Member
Posts: 1113
Master of the Inkstained Robes
alternate wound penalties
«
Reply #9 on:
January 06, 2004, 09:47:02 AM »
But your odds tables don't show the odds of DN 5 or 6, which is what's being compared right now, no?
Logged
Alexander Cherry,
Twisted Confessions Game Design
Maker of many fine story-games!
Moderator of
Indie Netgaming
Durgil
Member
Posts: 306
alternate wound penalties
«
Reply #10 on:
January 06, 2004, 12:33:25 PM »
Oh, that's right; Luke turned my spreadsheet into a
.pdf
. The spreadsheet, I think, made it pretty easy to see the odds for any DN. If you would like a copy of the
.xls
, just send me an email.
Logged
Tony Hamilton
Lxndr
Acts of Evil Playtesters
Member
Posts: 1113
Master of the Inkstained Robes
alternate wound penalties
«
Reply #11 on:
January 07, 2004, 07:23:43 AM »
I should point out that a +1 Ob penalty for Superficial also does weird things to the numbers - it's slightly better for large #s of dice to get a +1 Ob, but small numbers of dice suffer horribly. And -1D is still often better than +1 or +2 Ob.
I don't know if there's a "right/better" answer, but I think I'm going to stick with the +DN system for now, since it's at least more consistent across the board.
(Thanks for the files, Durgil!)
Logged
Alexander Cherry,
Twisted Confessions Game Design
Maker of many fine story-games!
Moderator of
Indie Netgaming
Luke
Moderator
Member
Posts: 1359
Conventions Forum Moderator, First Thoughts Pest
alternate wound penalties
«
Reply #12 on:
January 07, 2004, 07:58:20 AM »
i still maintain, and it is a philosophy of the system, that
the little things hurt more
. The big wounds are more adrenalized and endorphin-softened. The fractured nose, bleeding eye, or ripped figure nail tend to resonate in ways quite different than the deep gash that you don't feel until later.
-L
Logged
The Burning Wheel Fantasy Roleplaying System
Burning Empires
Mouse Guard
rafial
Member
Posts: 594
Ouch! Ouch! Ouch! Ahhh....
«
Reply #13 on:
January 08, 2004, 03:37:54 PM »
Quote from: abzu
i still maintain, and it is a philosophy of the system, that
the little things hurt more
. The big wounds are more adrenalized and endorphin-softened. The fractured nose, bleeding eye, or ripped figure nail tend to resonate in ways quite different than the deep gash that you don't feel until later.
I could buy that as a philosophy, if you didn't also have the effect that when you get three of the ouchy little things, suddenly they don't hurt as much anymore.
Logged
Luke
Moderator
Member
Posts: 1359
Conventions Forum Moderator, First Thoughts Pest
alternate wound penalties
«
Reply #14 on:
January 08, 2004, 05:14:20 PM »
because then they turn into a "big thing" and endorphins and adrenaline really kick in.
that's the idea behind the little things drag you down until the fight or flight response kicks in.
the big things seemingly don't interfere as much, but they drag you down must faster than the little things. And they force Steel tests.
-L
Logged
The Burning Wheel Fantasy Roleplaying System
Burning Empires
Mouse Guard
Pages: [
1
]
2
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum