Wednesday, July 23, 2025

Maybe I Don't Like Wounding Changes

A counter-argument to the wounding changes in Cypher System is that it adds another layer of complexity to the game that it does not need. Those well-versed in Cypher know what the consequences of taking damage are, even if the same mechanical effect happens by spending pool points to avoid it.

If I take a wound, it opens my character up to GM Intrusions based on injuries. Even a roll of one could introduce a lethal complication for a character who has a wound.

If I spend pool points, it does not.

Why do I now need to track a wound pool? That is another thing to keep track of. Taking a game that is so elegant and streamlined, it becomes like all the other games, and possibly worse, since the more we add to it, the more complex the game becomes to play.

I have my ability score pools, my XP, resting, and now wounds to keep track of. At some point, it becomes too much, and the power of each resource diminishes.

Even "death at zero pool points" is up to referee discretion. If I got there by just spending pool points but never got a scratch on me or took one injury, isn't that exhaustion, and I collapse instead of dying?

There is a risk here of overcomplicating things for an audience who will never really grasp this game, nor appreciate the original design's elegance and charm.

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