Wound Cards

By MagnusPihl, in Dark Heresy Second Edition Beta

Hey all,

a while back, I proposed handling the issue of table lookups and wound tracking with a card system, similar to how X-Wing does it, to a generally sour reception.

I let it slide, but tonight I had a couple hours to spare, so I thought I'd take it up again. Here's what I came up with.

I'd love to hear any comments and criticism before I work much more on this. I'm more interested in hearing the constructive kind, though, than the "this is a terrible idea and you shouldn't do it"-variety :)

Disclaimer: This is not intended to perfectly emulate the current wound system. The intention is to make a quick, easy and hopefully exciting mechanic to replace the current Wound tables. Don't expect 1:1 results.

  1. There are three decks of shuffled cards, each corresponding to a damage type (Energy, Rending, Impact).
  2. When you take damage, do not roll for hit location. Instead, simply draw a card from the pile with the used damage type.
    If this was a Called Shot, simply discard the drawn cards until one with the correct location comes up. Shuffle the discarded cards into the deck immediately, or when you run out of cards.
    If it matters which arm/leg was hit, simply roll a 50/50 chance. Shouldn't come up too often.
  3. Count up the Wound total as normal (5 per wound/card + whatever damage you took). Look that value up on the card and apply the effects.
  4. Place the card in a vertical stack, using the new card to underline the effect you suffered from the last card. Optionally use a wet-erase marker on sleeved cards to keep track of rolled values (I might need to make some room for this, probably in the top middle).

Here's a few samples. Note that the wound effects are not exactly as the tables, but have similar "power levels". The damage ranges are the same for all these cards, but that could easily be altered on a card-by-card basis.

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Pros:

  • Skip both the hit location roll and the wound table look-up. Pretty big time-saver.
  • Keep track of number of wounds without keeping notes. Particularly useful for GMs with cluttered notes (such as myself).
  • Keep track of status conditions without keeping notes. Combine with wet-erase markers and card sleeves to track stuff like number of turns left, or severity of a status condition.
  • Easily remember which wound caused which status condition for healing purposes. Probably not useful very often, but it could come up.
  • Easily add new wound effects. Separate arms from legs (as I've done above). Make the system more or less deadly as desired.

Cons:

  • Shorter wound tables, so less flexible on effects. This could be helped by printing multiple cards for the same damage type/location, but with different effects (like, one card uses effect 12 in the 11-14 bracket while the second card uses effect 14).
  • Printing and card sleeve expenses.
  • Need to think of how to keep track of the effect chosen on the last card. I guess it's not that hard to remember if it's just one, recent card.
  • Something I haven't thought of, probably.

I love those cards. I made my own but they were much simpler.

One issue (that I'd also missed last time - then realised - then forgotten - then realised again this morning), is that you don't necessarily know whether a hit will wound you or not until you know the hit location.

This could be handled by drawing the card, and if the wound doesn't go through the relevant armour, discard the card to be shuffled back in when appropriate.

Another (obvious) "issue" is that cards for a certain hit location might "run out" unless you print very large quantities. Card Counters rejoice.

I don't think it's that big a deal. There's potentially another meta-game there, but probably not one that's worth playing. Print a lot of cards if this is an issue, or just live with the fact that you won't be getting hit in the foot every time.

I like your ideas. Especially the one suggested in the first con.

I wouldn't allow people to keep cards. Draw it. Check if it went through the armour + toughness. Note the effect and put it back. In my opinion it's better than lots of cards on the table flying around. Had it with wh3 and didn't like it, nor did my players.

I finished up a set of these cards. My next game is tomorrow, so I won't have time to print them before then. Hopefully I'll be able to test them out soon.

It's a single PDF with 4 pages. 8 cards per page (one page each for the three damage types, with one extra page to round up the last cards).

For each set there's 1 Head, 2 Arm, 4 Leg and 3 Body cards, which will match the distribution when rolling a d10. I think I'll be printing 5 copies for 50 cards per damage type to get a decent random factor.

Download here: https://docs.google.com/file/d/0B0VhkW1t5PXUakxBZXpjelZpanc/edit?usp=sharing

Just for kicks, I made a special "Lethal" version. I doubt I'll be using these, so I probably won't make a full set, but I think it's an interesting path for those who want their games a bit more dangerous:

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Great stuff as always. The only thing I can suggest is the idea you have already mentioned:

  • Shorter wound tables, so less flexible on effects. This could be helped by printing multiple cards for the same damage type/location, but with different effects (like, one card uses effect 12 in the 11-14 bracket while the second card uses effect 14).
Edited by dholda

Great stuff as always. The only thing I can suggest is the idea you have already mentioned:

  • Shorter wound tables, so less flexible on effects. This could be helped by printing multiple cards for the same damage type/location, but with different effects (like, one card uses effect 12 in the 11-14 bracket while the second card uses effect 14).

Glad you like it :)

I do still think that's a good-ish idea. I'm not entirely sold on bringing over the wound tables exactly as-is (I like getting rid of the comedic exploding results, for instance), but it'd certainly be nice to have more variety in the cards.

Right now I just wanted to get a first set done, so I made a bunch of duplicates. If they work out in playtesting, I'll probably try and expand with more cards - either from the wound tables, or alternate homemade effects.

You know, using wound cards like this would allow you to pretty easily track wounds for individual limbs rather than all wounds adding to a total pool. The main problem with that is that it would increase combat length, but I brought up a couple of things that would balance that out in my thread in game mechanics: all weapons cost 1AP to attack and everyone can make multiple attacks, toughness no longer adds to defense value and is instead the number of wounds you can take before getting effects on the wound tables.

I finished up a set of these cards. My next game is tomorrow, so I won't have time to print them before then. Hopefully I'll be able to test them out soon.

I feel the need to point out that the entire purpose of a beta is to test the rules as they are written. It's great that you're putting this kind of work into a replacement system, but I'm sure FFG would greatly value feedback on their system as it currently plays. If you've already played a few combats RAW, great, but if not it would be more worthwhile to test the mechanics as they currently exist instead of your houserules that (no offense) aren't likely to make it into the final product.

I finished up a set of these cards. My next game is tomorrow, so I won't have time to print them before then. Hopefully I'll be able to test them out soon.

I feel the need to point out that the entire purpose of a beta is to test the rules as they are written. It's great that you're putting this kind of work into a replacement system, but I'm sure FFG would greatly value feedback on their system as it currently plays. If you've already played a few combats RAW, great, but if not it would be more worthwhile to test the mechanics as they currently exist instead of your houserules that (no offense) aren't likely to make it into the final product.

Agreed. We do make it a point to play per RAW, even when we don't feel like it.

We've now played four sessions using RAW for wounds. The point of testing this is, in part, to find out if we like the wounds system at all, if it weren't for the tables (we're not very happy with those).

I think I've already given quite a bit of feedback on this, in various topics. If anything, this topic is further feedback: The RAW system is slow and cumbersome. We love the idea of narrative wounds, but hate playing with them. There needs to be a faster way of looking them up and a neater way of remembering the effects.