Supplement Four
SOC-14 5K
I've got a love/hate relationship with Weakened Blows.
From the moment I read the rule way back when, I was attracted to it. Too many games ignore fatigue during a hand to hand fight. If you've ever been in a fist fight or brawl, then you'll know that a person can bet tired out extremely quickly! This was something I noticed a long, long time ago, when I was young and in shape! Today, I bet I'd get one or two punches in before I became fatigued.
The problem I have with the rule is the bookkeeping. I hate having to count things!
Does anybody have a good method for using weakened blows in a game that makes the counting easy?
On the other hand, I supposed this is really just an issue with low END characters. Much of the time, combats won't go five or seven combat rounds. So, I guess you really only have to keep an eye on it when the character involved has a low END.
What complicates things, though, is when players voluntarily accept a weakened blow and not take from their total, then resume taking from their total.
From the moment I read the rule way back when, I was attracted to it. Too many games ignore fatigue during a hand to hand fight. If you've ever been in a fist fight or brawl, then you'll know that a person can bet tired out extremely quickly! This was something I noticed a long, long time ago, when I was young and in shape! Today, I bet I'd get one or two punches in before I became fatigued.
The problem I have with the rule is the bookkeeping. I hate having to count things!
Does anybody have a good method for using weakened blows in a game that makes the counting easy?
On the other hand, I supposed this is really just an issue with low END characters. Much of the time, combats won't go five or seven combat rounds. So, I guess you really only have to keep an eye on it when the character involved has a low END.
What complicates things, though, is when players voluntarily accept a weakened blow and not take from their total, then resume taking from their total.