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Yay! The site is back! 8)
I had a few questions about Burning Wheel that I would like to ask.
First, what is the significance of the three rows of dots in the PTGS? Does this mean that a character can take three wounds at each level? In this case, what happens when all three slots are full? Do wounds carry over to the next level?
Second, why is there no magical healing? I understand that this was probably intentional, since it makes the players take getting hurt more seriously, but it does raise the possibility of a party getting severely hurt and out of commission for an extended length of time, with no source of income.
Third, what is the conversion between combat time and real time? How many seconds are in an exchange?
By the way, could you re-post the errata as well?
Thank you in advance,
--Peter J
Kublai
04-23-2003, 11:58 AM
First, what is the significance of the three rows of dots in the PTGS? Does this mean that a character can take three wounds at each level? In this case, what happens when all three slots are full? Do wounds carry over to the next level?
There is no mechanical significance to the three rows beyond allowing you to record more than one wound of a particular level. It is not a limit to how many wounds you can take, but rather it's an average number of wounds an average character would normally take before he would not have to worry about taking wounds - if you know what I mean (If you have a character that can take more than 3 Severes - or even Mods - and still be in fighting condition, power to you). Should a PC continue to take more than three wounds at the same damage level, just continue to mark them wherever convenient (Personally, I just continue to mark them below the three rows.) Wounds don't carry over to the next level, but do continue to add on modifiers as normal.
Second, why is there no magical healing? I understand that this was probably intentional, since it makes the players take getting hurt more seriously, but it does raise the possibility of a party getting severely hurt and out of commission for an extended length of time, with no source of income.
BW makes it a point to make the PCs realize getting hurt sucks. Wounded people generally are out for long periods of time without income, thus the large number of crippled soldiers who now wander the village streets begging for food scraps. However, since BW is also a game to be enjoyed, there are allowances for supernatural healing. Priests once again fufill the role as conduits for miraculous regeneration. Still, don't expect to be up and walking immediately. When a priest prays for his deity to heal another, wounds won't be automatically closed, but the wounded person's Health dice can be drastically increased, which leads to a very quick recovery. Using the guidelines in the Rulebook, a priest can Bless for +1D to Health, Boon for open-ended tests, and Aid for bonus dice. In such selfless cases, we tend to reduce the Obstacle for Bless to 3.
With the arrival of the new Abstraction rules for Sorcery, it seems that imaginative sorcerers can also find ways to heal using the Wheel of Magic. I don't have much experience there (in fact, I believe it was tried once), but the Obstacles were crazy high!
Third, what is the conversion between combat time and real time? How many seconds are in an exchange?
The way it stands now, one exchange equals 3 seconds.
As for errata, that's Abzu's bag, baby!
Errata was part of the old news site which is still down for repairs. It will be back as soon as I make my Faith test for divine Inspiration.
In addition, all the old downloads, characters, lifepaths and traits should be back. I think I only lost a few of those (and nothing too critical). Though I did lose some of my rantings about Helping in the game. Helping has by far become my most favorite aspect of gameplay.
thanks for your questions!
You wouldn't happen to be playing BW, would you?
-abzu
just in case you didn't know: the News site is back up and Errata along with it. It's a small section right now. If you find anything else, let me know!
-abzu
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