Warhammer 40,000: Rogue Trader

Warhammer 40,000: Rogue Trader

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the permanent injury system is horrible.
all it does I make me go though more loadscreens after each fight to remove them.

JUST WHY?

that you can get wounded in combat is fine, I like a cripple effect, but just remove it after, or let me use a medpack etc. its to annoying to deal with.

annoying isn't difficulty
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Probably because that's how the Rogue Trader pen-and-paper RPG is written, but I don't know offhand.
It's annoying if you play like that and insist on going back and healing off every injury. It's something that is meant to be played in the TTRPG (i.e you can't always just jump back in your ship and fix everything at any time, the same as how you can't necessarily just long rest or even short rest whenever you want in DnD).

The idea is meant to be that you play safe and try to avoid injuries in the first place because the attrition will make future fights harder. What you're doing isn't much different than reloading a save when you get a bad result on a check to avoid consequences.
The first time this happened to my group, I really liked it. Gunner lady had a leg injury; Psy had an arm injury; and I really had to rethink the battles. It was realistic and fun. You can't just fold your arms and blink injuries away.

That said, I thought if you healed within 3 turns of getting an injury, it removed it?
Originally posted by Archangel:
Probably because that's how the Rogue Trader pen-and-paper RPG is written, but I don't know offhand.
nah healing takes weeks in game (atleast if i ran it right) when you go back to your ship you take that break. i don't think there's any negative outcome from leaving but had they it wouldn't have been unreasonable in some situations. from what ive seen your followers even comment in a way that makes time seem to pass quickly, bringing up events as if they happened a while ago.
You are supposed to heal your injuries during combat and right after with medpacks, and not leave them to stack up and fester into worse things. If you are doing that, then you shouldn't be taking crippling injuries every single combat.
Jagged Alliance 3 had the wound and injury debuff system as well. Getting pretty common in squad games.

At least it is really permanent.
Its supposed to be the battle wearing you down as you go, this is less of a problem with the mechanic and moreso a problem with being able to return to the ship to easily.
I wonder if there's a build to be made around this using a Death World character's Wounded Beast trait. +5 agility and +5 willpower for every injury with every trauma counting as 3 injuries.
Originally posted by Etagloc:
all it does I make me go though more loadscreens after each fight to remove them.

JUST WHY?

that you can get wounded in combat is fine, I like a cripple effect, but just remove it after, or let me use a medpack etc. its to annoying to deal with.

annoying isn't difficulty

You can go into options -> Difficulty and play with injury settings there at any time, FYI.

It won't let you turn them off completely, but you can set damage required to receive an injury to 100% hp, number of rounds before fresh wound becomes old to 10, and number of injuries required to make one trauma to 10. Should be pretty hard to get an actual trauma then, even if traps will still insta-injury you.
I wouldnt say the injury system is horrible. But it's horrible executed in the game. I dont know the tabletop games.

The squad can easily take lots of damage, even in full cover, during fights. Some encounters dont even grant much cover, like the first battle on the spaceport. Yet, I liked the spaceport bcs it felt challenging with the injuries. I'm curios if there will be more maps like the spaceport. Dealing with injuries to a certain point until leaving the map makes it better

But the threshold for injuries, compared to the damage and HP (wounds) a squaddy can take and have, is low. Depending on the options of cover, positioning of enemies and their target, a squaddy can already be on critical health on turn 1.

Additional, the penalities of injuries are quite high, and the lack of medikits, dont encourage me to play like they want me to play. So, yeah, I "cheat" by running back and forth between encounters. Glad the walking/running speed out of combat is high/fast.

I dont know if medikits become an abundance bcs I'm still in chapter 1.

Still, I'm glad Owlcat gives us so many options to adapt the difficulty on personal preferences.
Originally posted by Bourbon Kid:
But the threshold for injuries, compared to the damage and HP (wounds) a squaddy can take and have, is low. Depending on the options of cover, positioning of enemies and their target, a squaddy can already be on critical health on turn 1.

again, you can change the threshold in difficulty options, tho? You know about it, since you've mentioned them. So what's the problem, if it's customizable? :)

On "Normal" the threshold is actually set to 65% and not 50%, so far been quite enough for me :)
Never had any issue with injuries:

0) Don't die in combat.
1) 1 Old wound is safe to have.
3) From front-liners and especially tank pick a talent with extra wounds.
The problem with injury is that it's only half implemented. Traumas are supposed to be extremely difficult to heal and cumulating injuries will lead to permanent death.

The warhammer 40K ttrpgs are designed to be lethal, and you would have to reroll a char every now and then.

It's a system that is very difficult to put in the game if you don't want it to be hardcore. The more so when people are always complaining about stuff like resting, resources, time, treating conditions, permanent debuffs etc. (the stuff you always have to watch for in pnp but is never handled in crpgs).

The fact that it's a baldur's gate like crpg is not making it any easier. It would have been better to use the icewind dale approach, meaning no scenarised companion, managing the whole party as a single unit and rerolling chars when they die would have been the way to go.
But people are too much attached to stuff like companion dialog and quests to allow actual roleplay rules in crpgs.
Originally posted by Prawn of Creation:
Originally posted by Etagloc:
all it does I make me go though more loadscreens after each fight to remove them.

JUST WHY?

that you can get wounded in combat is fine, I like a cripple effect, but just remove it after, or let me use a medpack etc. its to annoying to deal with.

annoying isn't difficulty

You can go into options -> Difficulty and play with injury settings there at any time, FYI.

It won't let you turn them off completely, but you can set damage required to receive an injury to 100% hp, number of rounds before fresh wound becomes old to 10, and number of injuries required to make one trauma to 10. Should be pretty hard to get an actual trauma then, even if traps will still insta-injury you.

My problem isn't so much the negative, I like that they are on in combat, (they could even be more opressive) the problem is AFTER it is just a loadscreen fiesta. why would I NOT go back? to the ship.. it make no sense not to.
Originally posted by Etagloc:
My problem isn't so much the negative, I like that they are on in combat, (they could even be more opressive) the problem is AFTER it is just a loadscreen fiesta. why would I NOT go back? to the ship.. it make no sense not to.
1) Don't die in combat.
2) Wear Medkits all around to remove dangerous level of fresh/old wounds (2) in combat.
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Date Posted: Dec 9, 2023 @ 8:31pm
Posts: 45