5 minutes ago, Tabulazero said:In a way, the term "Wound" might not be the most appropriate for what wounds are exactly in a narrative game. The way I understand Wounds now after reading this thread is that it represent your capacity to take punishment as opposed to Critical Wounds which represent debilitating injuries.
Maybe “Grit” would be a better term (is "fightiness" an english word?) but this then raises another question: if Wounds represent your capacity to remain in the fight, why separate it in two pools (Wounds & Strain) ?
The sight of your “Dear Leader” high tailing from the battlefield can be as devastating to your ability to fight as a sucker punch.
True. Sometimes the line between Strain and wound is unclear. That's not de facto bad thing, as is allows more flexibility guided by narrative. On the other hand, it may sometimes be a bit frustrating or strenuous as there are no hard and absolute guidelines.
2 minutes ago, Richardbuxton said:It’s about recovery time. Strain is a quick to heal Damage, have a good meal and a laugh with friends and you are good to go. Wounds take days to heal naturally. Critical injuries take weeks.
This is also a good point. This can be used as guideline what type of damage character should get. I.e. how long should recovery take.