thebuda
April 24th, 2023, 19:43
The problem is, if you don't think about this situation ahead of time, it can really derail a game. The problem is since FGU tracks damage as wounds, instead of current hp, a "lowered maximum hp" effect hits twice when it shouldn't.
e.g. A wraith life drains a rogue (with 40 hp, max and current) for 21. If the gamers lower the PC's max to 19 (by -21) after adding 21 wounds the PC is down (21 wounds > 19 max). They should instead have 19 hp, and a maximum of 19 until the effect is lifted.
Obviously, there are ways to track this by hand (by not actually reducing max hp) -if- you're aware of it. The problem only exists because of the way FG has chosen to track damage, so I hope someone smarter than me would like to find a way to mitigate it. Maybe "unhealable damage" or "minimum wounds" field or effect.
e.g. A wraith life drains a rogue (with 40 hp, max and current) for 21. If the gamers lower the PC's max to 19 (by -21) after adding 21 wounds the PC is down (21 wounds > 19 max). They should instead have 19 hp, and a maximum of 19 until the effect is lifted.
Obviously, there are ways to track this by hand (by not actually reducing max hp) -if- you're aware of it. The problem only exists because of the way FG has chosen to track damage, so I hope someone smarter than me would like to find a way to mitigate it. Maybe "unhealable damage" or "minimum wounds" field or effect.