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Re: (TFT) Experimental Injury and Healing rules - comments  appreciated.
At 11:33 AM 12/28/04 -0500, ErolB1@aol.com wrote:
...
No, because I'm talking about *lethal* wounds - the kind that normally would
drop the guy dead at once. (In particular I'm thinking of a case where the 
guy
remained standing and shooting for about 10 seconds after taking a 12-gauge
slug through the heart.)
Oh I didn't realize that was the example you were focusing on.
How can that be interpreted as anything but negative
St in by-the-book TFT? Especially since the guy does drop dead, without 
having taken any further damage, after a couple of turns or so.
Well let's see, actually... remember the Berserk rules on Advanced Melee 
page 20? Psycho Bob has ST 11. He makes an IQ roll and goes berserk. He 
gets nailed with a shotgun which rolls double damage but rolls a low number 
- Bob only takes 10 damage. Since he is berserk, he ignores the usual DX 
penalties from extreme injury, even unconsciousness at ST 1. A couple of 
turns later, he thinks for a moment that his enemies are all dead for some 
reason, makes an IQ roll, recovering from berserk state, which causes him 
to lose 2 ST, dropping him to -1 = dead.
The only stretch there is the "he thinks for a moment that his enemies are 
all dead for some reason", but it would be a small house rule to apply some 
chance each turn that berserk wears off before the end of combat.
Still, that's not what I thought we were discussing; I thought we were 
discussing the DX penalties for even non-lethal wounds (on people who are 
not berserk). It's a different issue whether or not you allow negative ST 
figures to keep fighting or not.
So assuming a system such as GURPS where it is quite possible to keep 
fighting even with a soon-to-be-lethal shotgun blast to the heart, even 
when not berserk, and taking this example, are you saying that not only 
should the victim be able to keep fighting for a while, but that it should 
be at zero penalty? Or are you suggesting that the penalties should only 
kick in at ST 0 rather than ST 3?
I agree that it affects tactics - but I think it makes hard-hitting
characters less favored, not more. With Dx penalties for damage, a 
character who hits hard enough to inflict a Dx penalty is favored over one 
who hits less hard, even if he hits sufficiently more often that his 
average-damage-per-turn is the same.
That's another side-point, but I was considering something like the two 
typical 32-point thugs:
Thug A: ST 10 DX 14 Cutlass Small Shield
Thug B: ST 15 DX  9 Battleaxe
In b-t-b TFT, Thug A will go first and have a great chance to hit, with a 
good chance to do average or better damage, which is 5+ points, and enough 
to drop Thug B by -2DX. That effect will make a huge difference on Thug B's 
chance to hit, dropping from DX 9 to DX 7, though it's still quite possible 
Thug B will nail Thug A and very likely do lethal or debilitating damage.
Without the DX effects of injury, Thug A has will have a much smaller 
chance of doing the 8 points damage now needed to have any effect on Thug 
B's counterstrike, so he'll likely have to risk the DX 9 counterstrike 
which can easily kill Thug A.
If I'm Thug B, I would rather play with your rules.
If I'm Thug A, or a player fighter character who is going to have to fight 
a typical adventure involving a series of combats, then I prefer b-t-b 
rules, because it's easier to take out people who are on their way down 
without getting pounded in return with nothing to do about it except change 
tactics to missile weapons or polearms or magic or cannon fodder.
...
Except that it's realistic for people in deadly-serious fights to keep
fighting at full effectiveness until dead (and occasionally to keep 
fighting at full effectiveness even after they're dead...)
Even after they're _dead_ would be even worse! ;->
I'm not at all convinced it is more realistic to have no effect from 
injury. I see no reason to presume that the cases where people have kept 
fighting after mortal injury are not the exceptions which get mentioned 
because they are unexpected and rare. If humans _usually_ were completely 
unaffected by wounds in combat, then it seems to me that would be what most 
people would expect, and we would instead be surprised to hear of cases 
where someone was blasted in the heart and were affected by it before they 
dropped dead.
Moreover, b-t-b TFT doesn't deny badly injured figures the opportunity to 
retaliate - it just applies an effect. You're suggesting that getting 
seriously injured has no effect at all - has no chance of reducing 
someone's effectiveness. Again, having seen very non-serious blows cause 
people to be stunned and completely out of action for quite some time, I 
would disagree. I think both extremes are possible, but I think for 
instance that if you do a marksmanship or other DX-related test between 
people who are not under attack, and those who are getting beaten up, 
getting pounded will be a noticeable negative factor in their performance.
If anything, the TFT penalties actually seem pretty low to me, except for 
the sudden death point. By comparison, in GURPS, where the usual penalty is 
-1 per point of damage you just took (though only for the next second) and 
health and DX rolls to avoid being stunned and losing your ability to act 
or falling down, but negative damage characters are allowed to keep 
fighting for a while, it often happens just as you are describing your 
anecdotes, with some healthy or berserk victims continuing to fight on, 
often quite dangerously, for a significant time after they have been 
seriously and likely mortally injured. That's with what seem to me like 
more severe effects of injury rules than TFT. What allows it are the rules 
which allow continued fighting - not any reduction in negative effects from 
injury.
Also, it can lead to situations which are counter-intuitive - such as in 
the earlier thread on this list where someone mentioned their first 
experience trying to play GURPS, and not understanding why people weren't 
getting taken out right away by serious injuries. Again, it seems to me 
that people surviving massive injury and continuing to fight on just as 
dangerously should be the exception rather than the rule, unless trying to 
reproduce the Black Knight scene from Monty Python and the Holy Grail.
...
PvK
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