Whalenought_Joe
Whalenought Studios
It goes out as a podcast a few days after the live show. I post CRPG related stuff in the Shane Plays LPs and Interviews forum that Infinitron created for me.
However this show their time is pretty quick, around 5 minutes since I already had other guests scheduled but I invited them on just to help remind folks
Thanks so much for having us on again, that was great! Sounded like you had a great (and packed) show planned, we were going to try to catch that when it's on the podcast.
Always wonderful chatting with Matt, hope it was a good one! Really kind of him to have us on again.
The wound system is something we'll be tweaking throughout development, certainly. It started with a simple kind of D6 Wounds setup with tiers but characters were just going to get killed too quickly. The Update gives the general idea we're at now, we want to keep it simple, but we're leaning toward augmenting that with an older concept that can have characters aggregate infinite Lesser wounds and the same cap as Greater and Mortal have now. We wanted Lesser wounds to be flexible, some heal during combat or after a number of turns while some also can stay with you. We're aiming to strike a balance of Wounds being able to strategically kill characters easily, but also allow characters to keep small ones a while without fretting while adventuring. However if you're dueling with an evenly matched opponent, eventually you'll dwindle each other's strength down with Lesser Ailment issues to start breaking bones/limbs.
Having the wounds essentially be HP + ailment would work and be predictable, but the Wounds aren't meant to be metered like HP, they are just representing damaged parts of a character's body.
ushas , one of our old ideas was a per-limb one where you'd just be trying to destroy one of them, but that was going to be too tedious/complicated. And like you said, hitting particular wounds now does already specify what kind of damage is happening.
We'll be playing with it in the future to see what feels right during more missions/gameplay.