N18 Lasting injury cost adjustment

I'd prefer the injury to be factored in just because I think the slow rate of advancement makes gangers really boring. They'll tend to get worse faster than they get better, and so something to compensate for that feel-bad realisation would be nice. It's not as good as just... getting advances and becoming interesting, but it's something. Plus the idea of a ganger with a selection of inconsequential injuries making them a lean mean rating-slimming machine is kind of cute.
"Oh hey, my sniper broke an arm and a spine. Neat!". I don't think that injuries should rewards players, especially min-maxing ones. "Lesson learned" is enough.

Imho, the GW approach to bionics is absolutely the worst. You are not motivated to keep the fighters and form attachments, quite the opposite.
If I'm going to spend 2D6x10cr to send fighter to a doc - he misses a game with an injury on top, and he might just die wasting my money, but even if he lives and gets bionics, he'll just bloat the rating of my gang. At this point you start wondering, maybe its just cheaper to simply hire a fresh champion/ganger.

Our group has decided that bionics do not affect rating nor fighter's cost during our second or third campaign long time ago and since then we never looked back.
 
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"Oh hey, my sniper broke and arm and a spine. Neat!". I don't think that injuries should rewards players, especially min-maxing ones. "Lesson learned" is enough.

Imo, the GW approach to bionics is absolutely the worst. You are not motivated to keep the fighters and form attachments, quite the opposite.
If I'm going to spend 2D6x10cr to send fighter to a doc - he misses a game with an injury on top, and he might just die wasting my money, but even if he lives and gets bionics, he'll just bloat the rating of my gang. At this point you start wondering, maybe its just cheaper to simply hire a fresh champion/ganger.

Our group has decided that bionics do not affect rating nor fighter's cost during our second or third campaign long time ago and since then we never looked back.
I´m all in to use house rules, and I understand why this is done. We sometimes don´t use the capture roll for the same reason, or rolling multiple injury dice for multiple skulls (we just use those when they happen on a weapon that makes damage 2 or higher on that roll).

But the lasting injuries not causing adjustment cost or the bionics rules stay in our campaigns. Why? Because they keep the feeling you can "lose" after a game. An injured fighter can still play, and you can still form attachments: 1 champion and 1 ganger in my gang got -1 toughness on the early games of our last campaign, and they are still there doing their thing. I have to be more careful, but I like how their story is developing in that way. Reducing the cost would lead into a "hey, I get what I pay for".

About bionics, we never use them because we don´t play long term campaigns, and money usually runs low. If they are used it´s just when you have so many spare credits and the ganger is so leveled up that in the end is a mechanic for the top gangs not to lose their best fighters. Bionics can be used as rewards for side battles though, or rewards in special scenarios.

But all in all, I get why some gaming groups change these rules, so each to their own. :)
 
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the point of this question is not whether the injuries (or bionics, however overpriced they may be) add to the character/ ambience / appeal of the game - I agree as most here that they do. The point is the game mechanics of the gang value is there to provide balance, that is make the fights fun for both players. The argument that the gang rating is a measure of the gang‘s ability to fight is sound I think, therefore, a ganger with multiple injuries is simply less capable and therefore worth less. This ganger would be seen as a “once great warrior, but now more of a liability than an asset”, and probably not retired from the gang because of sentiment or their position (like a leader). There used to be a challenge leader mechanic in the old rules, not sure if it still exist, where a younger more capable fighter could challenge the leader for the position. But that’s beside the point.
 
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Injuries in Blood Bowl are much less significant generally. They're not common, few are particularly troubling, and the ones that are are generally the same as death. A player who gets -1ST is never touching the field again anyway. There's the very rare occasion where it's a difficult decision, but even less so in the current edition. Since you don't have any special development cases like doubles or stat increases, you'll never have to think about whether to keep a ST4 AG3 wardancer. It'll be a two-skill wardancer, so the real cost is like... 3-5 games to raise a new one, and your injured one will miss one game anyway.