On 9/15/2017 at 6:14 PM, a1bert said:It's not really enough. With all the class cards and items, towards the end of the campaign a wounded hero is practically as powerful as when healthy, unless there are significant amounts of attribute tests to perform. And then, some weapons get more powerful when the hero is wounded...
Having class cards with wounded sides would make the game quite fiddly though. (Also due to needing to reference the cards more often.)
There's at least 1 class card (Onar's Stay Behind Me) that only works while you are healthy. And any class cards that take an ability test (as you mentioned) get significantly worse. Not to mention Speed 3 and/or Endurance 3 is a real pain for many heroes. I think you may be referring to heroes that have a speed or endurance upgrade though, as moving from Speed 5 to Speed 4 is not as big of a hindrance as moving from Speed 4 to Speed 3 (and same goes for Endurance).
But it is true that a lot of abilities are just as effective when wounded as they are when healthy. That does seem to favor the "withdraw a hero and win through activation advantage" strategy later in the campaign.