Quire said:atgxtg said:THat way it makes sense to continue to improve the Resisience score, and a high score doesn't lead to "It's just a flesh wound!" sillyness.
The simplest way to deal with the issue is to rule that any Major Wound is debilitating - the Resi rolls only come in to it to check if you die outright.
It makes a lot of sense as soon as you do that.
Oh, and one to the head kills you. End of story.
- Q
The simplestway to deal with the issue is to toss out Resilience and just suck it up and take the effects (the RQ2 method). I think I like Rurrik'S 1/2 Resilience for Major Wounds, too. Maybe even tweak that to 1/3 and 1/4 for overkill (3x HP, 4xHP, etc.) Simple, effective, and keeps Resilience from capping out in effectiveness.
I do like the survival roll idea, it makes a lot of sense. In real life very few wounds are instantly fatal, even head hits. People have even continued on fighting after taking mortal wounds. It just that they way MRQ implements this (a simple Resilience skill roll) doesn't factor in the extend of the injury.
PS Deja vu. I'm sure we did this before at least a year ago. Only last time ... there was no vorpal bunny.
Yeah, I think we did this a year ago, but back then this forum was a little to sensitive on such topics to allow the Vorpal Bunny reference without starting a flame war. I believe the Vorpal Bunny thread from a year ago was deleted by a moderator...or a shrubber. :wink: