N18 Advice on house ruling recovery from "serius injury" for a RPG campaing

O'Tramels

Juve
Sep 17, 2019
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Hi everyone,
First post here after lurking long time in the Shadows.
I've write an RPG campaing in wich players use a single model: they are an elite patrol of enforcer, each player run a subjugator sergeant and one Is the subjugator captain.
We are in five player, so every action count a lot. After a bit of thinking I've came up with this:

Recovery test: if your model Is seriusly injured roll a d6: of the result is equal or higher then the model toughtness, the model become prone and pinned. If the result is lower then the model toughtness make a recovery check as normal.

In this way, enemy model still get a chance of CDG the players and still lose an action ti recover from pinning, but they don't ends up bleeding out doing nothing more then crowl...

What do you guys think?
 
My take on the matter might surprise you, but I'd say use the minis and play some other game which is better suited for RPG. Wrath and Glory, Dark Heresy, Starfinder, literally ANY ruleset will be a better RPG experience, than N18. It can't even handle it's own skirmish games...
 
D6 system and N18 rules are alright for skirmish game with 5-15 models, but horrible for single model RPG. I'd highly recommend increasing model count at least to 5 or switching to Dark Heresy or something similar.
 
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Thanks for your feedback,
I've alredy wrote the campaing and the N18 system seems to work well for the project with some little twerk and fix.

The " party" of players Is five man strong, as @JawRippa advise and the campaing is strictly narrative and run by an arbitrator that act like a DM, for balance issue.

My question wasn't about the N18 system itself but on the house rule written, so if you have some advice on It, I would appreciate It so much.

Thanks in Advance :giggle:
 
Are there any other house rules that you have included that affect in game recovery or survivability?

If you pass the toughness test do they get a flesh wound as well as going one and pinned, or do they just go probe and pinned?

Also you have the higher and lower the wrong way around in the rules. Toughness tests are passed if you roll equal to or lower than the characters toughness. They way you have it written a T1 character will never have to roll an injury dice in the end phase as they will always pass the test.

Assuming you want the rule adjusted adjusted above for toughness tests it will make each of your characters significantly more survivable in game as well as in the campaign in general.
 
Also you have the higher and lower the wrong way around in the rules. Toughness tests are passed if you roll equal to or lower than the characters toughness. They way you have it written a T1 character will never have to roll an injury dice in the end phase as they will always pass the test.
This was intentional, so a player have to choose between being harder to wound in first place or have a major chance to recover from serius injury unharmed. All the characters start with T3 , in this way they need a 3+ to ignore the injury. The reliable way to take OOA a character is flash wound him to death or a straight OOA result.

Are there any other house rules that you have included that affect in game recovery or survivability?
Only some minor change in the Lasting Injury table to skip the Recovery taking a malus to a random characteristic so the players have not to skip any mission.

If you pass the toughness test do they get a flesh wound as well as going one and pinned, or do they just go probe and pinned?
As i wrote the rule they just go probe and pinned but thinking about adding a flash wound.
 
This was intentional, so a player have to choose between being harder to wound in first place or have a major chance to recover from serius injury unharmed. All the characters start with T3 , in this way they need a 3+ to ignore the injury. The reliable way to take OOA a character is flash wound him to death or a straight OOA result.

the issue with inverting the toughness check is that as the fighter takes more flesh wounds he becomes tougher to take out of action as he will pass the recovery check more often.

In addition if passing the test doesn’t cause a flesh wound it will mean that unless you take the fighter out by rolling a flesh wound or OOA result in the initial injury roll then they can’t die from being seriously injured.

That might be a mechanic you want to keep, but it seems a little bit odd to me.
 
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Sounds good but the opposite toughness test does seem a bit odd. On the other hand every one would race to T5 and be unstoppable.
Have you thought about increasing starting wounds to 5/6 or so for players. This would normally be an unreasonable amount of wounds in a normal game but for an RPG single character per player scenario could work.
 
In addition if passing the test doesn’t cause a flesh wound it will mean that unless you take the fighter out by rolling a flesh wound or OOA result in the initial injury roll then they can’t die from being seriously injured.
You are right, I've add the "take a flash wound" if the character pass his toughtness test.
I also ripristinate the toughtness test as normal, after some play test It seems to work little better even with the toughtness increase to T5.
Have you thought about increasing starting wounds to 5/6 or so for players. This would normally be an unreasonable amount of wounds in a normal game but for an RPG single character per player scenario could work.
The leader has 3 wounds (One bolter round and half) and everyone else,all champions, stay at 2 wounds (One bolter round).
With the advancement the leader ends with 4 wounds (Two bolter rounds) and champions with 3 (One bolter round and half).
With a bit of weapon balancing on the enemy team its fair enought (In the underhive the bolter MUST be a weapon from wich one must be on guarda.