RECIVS wrote:
From experience (a mathematical model may be needed otherwise), it seems that such fragility or vulnerability of the Heroes results mainly from the interaction of the following gameplay elements: combat formation, damage mechanics, healing options, and number of starting wounds. I know there are other factors at play, such as Fate Points, but I think they’re secondary, and, in most cases, its use is determined by the said variables. I mean, FPs can make the game easier by negating damage in combat, yes, but they have nothing to do with how that damage is caused. Other elements (such as dungeon size, number and value of enemies, hazards, henchmen, spells, traps, treasure, weapon skill, etc.) play their part as well, of course, but they also do it indirectly I believe. Anyway, only the ones mentioned in the title of this thread are taken into account in this post; the others are considered constant variables for our purposes here. As usual, my methods and conclusions are open to criticism:
As we all know, every Hero in AHQ may start with 2-5 wounds and a Toughness (T) rating of 5-8 depending on race. In some instances, T may be increased to 12 relatively easily through training and armor. TH12 models require damage rolls of 12 (or 1/12 chance) to be wounded, which may be a game breaker for most people, me included, but that's another story.
I dunno if this is helpful at all but..
I think I figured out about what wounds conceptually translate too. This might be a bit much, so gonna kinda skim over some stuff. In chainmail, most enemies health is are measured in 'pips'. Each 'pip' then represents a slain man. Od&d originally used a similar system but this wasn't really good for the smaller scale, skirmish level fighting that happened in dungeons. Thus the 'hit die' was born. Originally this was a d6, but soon became a d8. This is important in relationship as to how hardy a player character is, but also how likely one can 'slay a man' with a certain weapon. Ie, if you are using a long sword in early d&d,it does d8 damage, meaning it has a 50/50 chance to 'slay a man'. A 2 hand sword with it's d10 damage has a higher chance to 'slay a man'. A dagger has 25% chance to 'slay a man' etc.
Health, thus is measured in 'men', or the amount of survivability compared to a rank and file solider. A level 3 character who is a cleric for example, has 3d8 hit points, thus can survive dangers up to that which would kill 3 lesser men (not necessarily damage, as weather you getting 'hit' actually translates to real damage is debatable).
Trying to put AHQ in the same conceptional space. It seems a single solider would translate to '2 wounds'. Double of warhammer units, which tend to be measured in '1pip = 1man'. So, 2 wounds per man. It's not exact, but it's close.
Looking at it like that. Orcs and goblins are as easy to slay as a man.
Skaven, zombies and skeletons about a man and a half. (I was under the impression Skaven were weak.. but under this they are almost like gnolls which had 2hd, ie 2 men)
Champions tend to be about 2 men.
Ogres about 4 and a half men (4hd in dnd)
And players to start have between a man (2 wounds) and 2 and a half men (5 wounds) worth of 'health'. Which again, is more the ability to fend of a death blow.
RECIVS wrote:Unless I’m missing something, it seems to me that the core of the issue is the way in-combat healing works in AHQ considering the scarce number of wounds allocated to the adventurers. I see that only spells and healing potions may be used to heal in combat according to the rules, but potions produce their effects at the beginning of the next turn in which they're taken. The rules don’t specify if adventurers in an enemy death zone may take healing potions, though, but that doesn’t seem to be the case. Healing spells, on the other hand, are allowed only if no other figure is in the healer's death zone.
I know it was hard to heal in combat with clerics in older d&d, but I don't believe it was the same with potions.
Again, not sure if any of this stuff is interesting/ helpful.