As I've mentioned, I'm working on an expanded combat system to use in our new campaign. I've made some rules for critical wounds and such. The idea with these rules was expand on the existing combat rules, not replace them. So all the rules I'm writing are very modular, and partly inspired by the material in Art & Academe on wound.
These rules might seem overly detailed to some, but our campaign focuses much on martial conflict. Bearing that in mind, please feel free to comment on my ideas
So, here goes:
To start with, every weapon is either Piercing, Slashing or Blunt. I'm thinking of adding Burning too later. Anyone receiving Medium or worse wounds from these weapons must roll a Stamina check with Ease Factor 6 (Medium), 9 (Heavy), 12 (Incapacitation). If it fails, the result depends on the weapon.
Piercing weapons Impale their victim. While the victim has an impaled weapon in his body, be it an arrow, a spear, whatever, the penalties from the impaling wound are doubled. The impaled victim, or a helper, may try to pull the weapon free. The Ease Factor is 6, 9 or 12, depending on the severity of the wound (Medium, Heavy or Incapacitation). If the weapon is held by an enemy, his Strength is added to the Ease Factor. Any wound penalty, including the one for the impaling weapon, counts on this roll. So it's good to have someone take the weapon out for you. But here is the catch. If the roll fails, but is positive, this becomes a Damage Total. And armor does not help on this one. So trying to pull the weapon out can make it worse. If the roll is negative (because of the wound penalties, for example), no damage is inflicted, since the victim can't muster enough Strength to even start pulling out the weapon.
Slashing weapons have a tendency to sever limbs and open bleeding wounds. To represent this, whenever a slashing weapon inflicts a Wound Effect, the wound is automatically increased by one category. Medium becomes Heavy, Heavy becomes Incapacitation and Incapacitation becomes instantly fatal. These weapons are dangerous in the right hands.
Blunt weapons shatter limbs and break bones. Whenever a weapon like this inflicts a Wound Effect, an additional Wound of one category lower is also inflicted, representing additional broken bones and fractures. Simple as that. Simple as that.
So, in short:
Piercing: double wound penalty until weapon is removed
Slashing: wound increased one category
Blunt: an additional wound of one category lower
Any thoughts? Considering how much detail that goes into other aspects of the setting, I don't think this is cumbersome or complicated. It makes combat even more deadly, of course. But that's fun.
Any ideas on Wound Effects for Burning Damage? Other forms of damage I should add?
Cheers,
Eirik