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Re: (TFT) Experimental Injury and Healing rules - comments appreciated.



In a message dated 12/28/2004 4:04:20 PM Central Standard Time, 
cgadda@earthlink.net writes:

>Well, yes - assuming your suggestion is in fact more realistic. Given that
>you haven't presented even a basis, much less proof, this becomes
>problematic. I do not doubt that you have a good reason for saying this, but
>it would be a great boon if you would present something to back it up with.

OK, here's a long usenet thread (from google) that goes into it: 

http://groups-beta.google.com/group/rec.games.frp.advocacy/browse_frm/thread/e
507cd723a9815ec?hl=en

And as a possible half-baked idea for a replacement for the "5 pts damage 
gives -2 Dx / 8 pts damage knocks you down / St 3 or less gives you -3 Dx" set, 
let me toss out the following suggestion: 

If you take 6 points of damage, roll 3 dice vs base St. Add 1 die for every 2 
extra points (4 dice if you take 8 pts, 5 dice if you take 10 pts, etc.) On a 
successful roll, you keep fighting without impairment. On a failed roll, you 
drop and start screaming for a physicker / for your mother / for your deity/ 
for any combination of the above / wordlessly. You may attempt the roll again 
each turn if someone "encourages" you to stand up (roll one less die if they're 
trying to get you to *run away* instead of fight) Without aid, you roll again 
after each minute. Until then, you're prone and can't crawl or take any 
actions. 

Once you do recover from a failed roll, you're still at -3 Dx due to shock 
and weakness until you heal at least 3 points of damage (the Dx penalty may be 
pro-rated - reduced by one for each point healed). 
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