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Action & Health Values // Insania Lupina

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le_renard
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Joined: 10/08/2010

I'm still not sure of the combat system I will use in the game ( I need to find some time to test several options ) but I just noticed that, almost coincidentally, the Actions and Health values of the characters are the same quite often.
I mean, when "creating" the characters, I balanced it this way without realizing it.... ( Action=Health )
So, trying to make something out of this coincidence, I'm wondering if that would make sense to actually blend the two values into a single one ?
A hurt character could do less actions until he recovers from this wound.

Exemple : A Soldier has a Action/Health value of 3. During a fight, he suffers 2 wounds. Next turn, he automatically recovers from 1 wound in the "Rest & Feed" phase, bringing him back to a Action/Health value of 2. He will only be able to perform 2 Actions during this turn...

What do you think of this idea ?

drktron
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This makes sense to me.

This makes sense to me. There is no point in having redundant values. So unless some other mechanism needs the two seperate values I would combine them into one.

le_renard
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Thanks for your advice... In

Thanks for your advice...
In the game, some characters can heal others, etc... so I suppose there are ways to avoid the run-away-winner thing...
( because that might happen... a hurt character can perform less actions, so he could be considered as weaker, and could be attacked more easily etc etc... )

cherrint
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Joined: 03/18/2011
Look into the health/action

Look into the health/action mechanic in the Wheel of Time CCG. Characters had 4 different stats that ranged from 0-5. Every point of damage on the character made all of their stats go down by 1. If zero was their highest stat they died. They rolled dice equal to the current value of their stat (max - damage tokens).

le_renard
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Thanks, I didn't know this

Thanks, I didn't know this game... I just had a quick look at the rules and it seems nice.
It may be difficult to track all the reducing stats etc for my game, but I can see now that this Health/Action thing is not meaningless ^^
I'll have a try at a double-sided character card. Each side of the card has different stats for the character, depending on his physical condition. The (let's say) Blue side representing the initial healthy condition of the character. When he has suffered X wounds, you flip the card to reveal the "Red" side and read the new stats ( and then you can reduce the other stats )

le_renard
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I finally found some time

I finally found some time between two gigs and my daily job to test this Action/Health unique value... It seems to work pretty well
To avoid too much tracking and counters, I decided to go for double-sided tokens : Health / Wounds.
You just have to flip the token when you suffer one damage. It's quite clear this way, as you can see how many Actions you will be able to perform during this turn.

I also tried the "double-sided card" for characters. It works nice too, but I think it may not be that useful to all characters. Some of them will benefit from this...
Exemple : the Forester is more subject to lycanthropy than other humans and is more likely to get infected when bitten by a werewolf, especially when he's hurt. When full moon phase comes, flipping his card and reveal how the moon is influencing him is also nice...

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