As a GM I enjoy handing out a copious amount of wounds. How I run wounds is that I name the wound, the level, and a group of skills that it affects (Insight, Prowess, Resolve). The wound impairs that specific ability rather than all. I think it’s impactful, as it makes players think creatively and utilize other skills.

But I also feel like the default amount of healing is pitifully low. It basically takes both downtime actions in order to move your wounds down one step. Going into a score with prexisting wounds is brutal. Do any of you adjust healing in this game to be more forgiving?

  • neilnjae@ttrpg.network
    link
    fedilink
    arrow-up
    1
    ·
    1 year ago

    It’s easy enough to say that all wounds drop one level per Downtime phase. It’s equivalent to filling the Healing clock once per downtime. Players can always spend additional actions to heal faster.

    I agree with your assessment that wounds fun to hand out, but the cost of removing them makes me think twice about doing so.