Teaser #10: Tracking Wounds

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Agamemnon
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Teaser #10: Tracking Wounds

Post by Agamemnon »

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Image by Steve Slater

Last week we discussed the way in which wounds were determined and measured in 'Bastards, along the lines of type, location, and severity. This week we'll be talking about how you actually use that information in combat and track the results.

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IMPACT

When a wound is taken, the victim suffers Impact, representing the immediate pain and distraction caused by an injury. This is measured by an Impact Rating and manifests as a number of dice discarded from your current pool, equal to twice the wound level received (4 dice, at level 2). This effect is immediate, and only effects the pool in the next tempo without the need for further tracking.

BASE TN

As you're probably aware by now, 'Bastards uses a d10 dice pool system based around the number of individual successes rolled, rather than adding them together. Each die that shows a number equal to or higher than you the Target Number counts as a success. For example, rolling seven dice against TN6 and getting 7, 6, 2, 2, 5, 3, 9 would be three successes.

The TN required is usually determined by what we refer to as the Base TN. By default, that begins at TN6 but when wounded or fatigued it can be raised. A broad guideline follows:

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Had the character in our previous example been significantly wounded, they would have needed to roll vs a Base TN8 instead and would have scored only a single success.

In the case of multiple wounds, the Base TN is determined by the worst injury that the character has. A character with one level 2 wound and two level 3 wounds would make up Base TN8.

BENEFITS

The escalating Target Number system in ‘Bastards has a number of advantages over the "wounds reduce die pool" system that we used in early testing:

No need to adjust the character's Combat Pool, meaning that we need to do less math and track less information between tempos.

Base TN only shifts when you receive a worse injury than you already have; breaking two fingers does not hurt twice as much as having one finger broken.

Making the penalties for wounds scale on TN instead of subtracting dice means that wounded characters are penalized evenly, no matter whether they are making a skill check with 6 dice, or have 25 dice in a pool with SAs firing.

It can sound complicated at first, but in practice it’s remarkably simple. The first significant injury often decides the outcome of a fight, placing the victim at a disadvantage, and limiting the amount of wounds that need to be looked up at all. Impact takes effect immediately, requiring nothing in tracking. The agony and disability of a wound is represented in the Base TN, which is represented by a simple mark on the character sheet.

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The only other details aside from the shifting TN you need to track are the wound location and its severity. Some wounds also cause bleeding, which we didn’t cover here, but in all but the most severe cases, Blood Loss is something that takes place in the aftermath of combat, rather than in the rapid clash of steel.

In short, discard a few dice when you’re hit. Mark down the wound location and Blood Loss (if any). If the wound was worse than your character already had, shift the Base TN. Repeat until someone surrenders or stops moving. If you’re still standing, have someone ready with bandages.

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Image by Walter

Until next time,
Sword and Scoundrel: On Role-Playing and Fantasy Obscura

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hector
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Re: Teaser #10: Tracking Wounds

Post by hector »

That's pretty elegant. Not much more to say, really...
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DannyBoy
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Re: Teaser #10: Tracking Wounds

Post by DannyBoy »

It's elegant to be sure, but I'm not entirely sure what the TN's are there for. Is it to see whether or not there is a loss in CP dice each round, or is it an increased difficulty in landing a hit?
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hector
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Re: Teaser #10: Tracking Wounds

Post by hector »

Basically, most die rolls have a TN of 6. That TN goes up when you're wounded. So if you do a skill roll normally, you roll attribute and skill at TN 6; if you're heavily wounded, you roll at TN 8. Instead of a direct penalty to the number of dice, you roll the same number of dice but each one is less likely to be a success.
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higgins
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Re: Teaser #10: Tracking Wounds

Post by higgins »

Again, hector is correct. :)

Impact is the temporary die loss that affects you for a moment, while the Base TN is the long term injury that affects you till the wound is healed.

We went to the shifting TN mechanic since tracking the lingering wound effects via die loss (and their compounding values) turned out to be way more of a hassle than either of us remembered from TROS. When even the two most technical players in my test group had trouble with it... We knew that something needed to change. Basing the wound effects on the TN basically reduced the game mechanical rules bulk in that area by 85% and solved many problems in general. :)

Also, there's one additional thing that was implied, but not explicitly stated... Since level 1 wounds don't shift your Base TN, they deliver Impact alone. As such, it means that you don't need to write down every minor scrape or bruise as a wound.
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Re: Teaser #10: Tracking Wounds

Post by Marras »

Very elegant! Besides, descriptions really made me smile from as they reminded me the critical tables from Rolemaster (and I have fond memories of that game).

I like that at least bleeding is handled outside the combat. One less effect to track in the middle of the combat but that still will affect the survivors :) BTW, will there be rules for infections thus making cleaning the wounds all the more important?

I believe the term 'tempo' is not introduced earlier. Is it the amount of (abstract) time where you spend your whole pool to attack and defensive rolls?
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Re: Teaser #10: Tracking Wounds

Post by higgins »

Thanks for the praise. We aim to please! :)
Marras wrote:BTW, will there be rules for infections thus making cleaning the wounds all the more important?
These rules do exist and they're quite simple. Basically keeping the wound clean aids the healing roll and neglecting the wound hinders it. If you fail the healing roll completely (zero successes), the wound gets infected and the character strikes a fever. From then on all healing progress stops and your healing rolls will start working towards battling the infection instead. If you keep failing the rolls, the infection/fever will grow worse and eventually kill the character.
Marras wrote:I believe the term 'tempo' is not introduced earlier. Is it the amount of (abstract) time where you spend your whole pool to attack and defensive rolls?
Yes, Tempo is one of our abstract time units. :) It represents the span of time in which a single close combat maneuver is performed.
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EinBein
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Re: Teaser #10: Tracking Wounds

Post by EinBein »

What is with the (big) difference between axes and swords in terms of TN's (attack- and defense-wise) known from TROS?

Are they now equal in many respects or is there another difference that we can not see?
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Marras
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Re: Teaser #10: Tracking Wounds

Post by Marras »

That way to handle infections sounds elegant and simple. Good job!
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higgins
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Re: Teaser #10: Tracking Wounds

Post by higgins »

EinBein wrote:What is with the (big) difference between axes and swords in terms of TN's (attack- and defense-wise) known from TROS?
In 'Bastards, there is no difference between axes and swords TN wise. You pretty much always roll vs the Base TN, whatever it might be for your character at the moment. There are some unwieldy weapon builds that can modify the TN, and shields keep a Fixed TN that is not modified by your wounds, but those are by far the exceptions.

This simplification doesn't really impact the simulationist aspect as much as one would think -- Jake himself has said that as he's been learning more about different weapons, the more he felt that most of them should be TN6 anyway. We simply took that notion further -- you're always rolling vs TN6 for everything, provided you are healthy. Slightly wounded? TN7. Significantly wounded? TN8. etc.
EinBein wrote:Are they now equal in many respects or is there another difference that we can not see?
In TN terms, they're pretty much the same, but there's indeed a lot of differences that aren't immediately apparent here. For instance, axes are generally better cutters, can be adorned with different spikes and... of course, are used differently. Simply the fact that they use the mass weapon proficiency makes them brutal, whereas swords have other kinds of unique benefits, depending on the proficiency in which they are used.

And yes, it is all way less complex than it sounds. :)
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Korbel
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Re: Teaser #10: Tracking Wounds

Post by Korbel »

Everything sounds great!
higgins wrote:There are some unwieldy weapon builds that can modify the TN
For example: if I fight with an improvised weapon (a chair, rock or something), my TN is tougher? Or are there some really unwieldy weapons, which do the same - flails maybe?
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EinBein
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Re: Teaser #10: Tracking Wounds

Post by EinBein »

Sounds very promising :!:

I was a bit unhappy with the way axes were dealt with in TROS. Yes - historically - they may have been a second string, but I'd like to have them at least a viable choice.

Axes haven't felt fleshed out as there were many different techniques for the handling of different shapes, sizes and amounts of blades but only one technique (mass weapon and shield) for the use of all kinds of "mass" weapons (which are at least as diverse as the blades are).

Don't get me wrong, I don't take up the cudgels for more techniques. I would prefer them to be more general in general (either universalizing (try to avoid "general" again) a bit more on the blades end or making them more open to include mass weapons). At least make it feel fair ;)
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higgins
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Re: Teaser #10: Tracking Wounds

Post by higgins »

Korbel wrote:For example: if I fight with an improvised weapon (a chair, rock or something), my TN is tougher?
Base TN aside, 'Bastards uses Advantage and Disadvantage to modify the rolls. So, if something will give the character an Advantage, they will get -1TN, and if something gives them a Disadvantage, they roll at +1TN. Advantage and Disadvantage cancel each other out, but two Advantages don't stack (same with Disadvantages). So, yeah, if you're using an unwieldy weapon, which an chair definitely is, you're simply getting a Disadvantage, which is +1TN.

Needless to say, that makes modelling improvised weapons a breeze. :)
EinBein wrote:I was a bit unhappy with the way axes were dealt with in TROS. Yes - historically - they may have been a second string, but I'd like to have them at least a viable choice.
Oh, you don't need to worry about the axes being viable. They're so badass that at times, we were hard pressed to figure out reasons why (prestige aside) anyone would actually want to use a sword!
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Korbel
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Re: Teaser #10: Tracking Wounds

Post by Korbel »

Oh, OK. But isn't a +1 increase in TN too small difference between fighting with a sword and a chair? That's only one success less (on average), when attacking with 10 dice. I know it might change the tides of battle, but I'd expect a bigger change of chances, when one uses such an unwieldy weapon.

Why use a sword over axe? Well, it's easier to carry!
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hector
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Re: Teaser #10: Tracking Wounds

Post by hector »

Korbel wrote:Why use a sword over axe? Well, it's easier to carry!
That's a fairly good point that many role players forget about: swords were the most common side arm in civilian life, pretty much regardless of the wealth of the person carrying it, for primarily that reason. If you're walking about town, not looking for a fight but wanting to be prepared, a sword at your waist can be out of its scabbard and ready to use in far less time than a battle axe can be pulled out of a belt loop and have whatever it is that protects you from the sharp edges removed so that you can properly hit someone with it. If, of course, you neglect the bits that protect you from the sharp edges, that axe is going to be far less comfortable to wear.

It's pretty much the same reason as why people in a civilian environment would carry a buckler over a kite shield; one of those things is far easier to carry around all day than the other...
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