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Re: (TFT) Experimental Injury and Healing rules - comments appreciated.
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- Subject: Re: (TFT) Experimental Injury and Healing rules - comments appreciated.
- From: "Charles Gadda" <cgadda@earthlink.net>
- Date: Mon, 27 Dec 2004 21:09:27 -0800
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I should stress that I was not trying to create a "death spiral" - a more
careful analysis of these proposed rules will show that I've actually
increased the odds of survival in a number of subtle ways (allowing survival
to negative ST, etc.). Nor am I necessarily wanting slavish realism -
playability and simple fun are even more important considerations. But if
possible I do want game rules to reflect "realistic" results at least in an
abstract sense. Fudging a bit for more fun is fine.
I should also note that the DX- due to injury is not my idea, but just
original TFT rules, and I was merely muddling through trying to codify and
rationalize the whole thing.
That said, though, if actually eliminating a rule makes sense in terms of
realism, than I'm all for it.
However, I do have some reservations, here. I too have heard of cases along
these lines - people shot through the heart and continuing to fight until
dead, etc. but in every single case the vic was hopped up on alcohol, PCBs,
or Lord knows what. Obviously, this is not relevant to these rules. It would
help, Erol, if you could be a bit more specific on this matter, and give us
some examples, as I am not sure what you are referring to.
We could always test this, you know... get you psyched up and run you
through with a sword and see if you notice :-) Of course, if you are right,
I have no doubt that you will rip my arm off and bludgeon me to death with
it... and then expire from blood loss a minute later.
One observation: we should probably not limit ourselves to thinking in terms
of just pain. For example, were I to be hamstrung by a sword, my inability
to feel any pain would be irrelevant - no matter how hard I try, I won't be
able to run, since my body physically cannot do that anymore. Point being
that with enough strutural damage, you might well have penalties just
because your body can no longer perform certain moves because of
muscle/skeletal damage in key places.
Thanks much for the input, Erol!
> However, it's one of my pet peeves when gamers justify such rules as being
> "more realistic" when in fact they are NOT more realistic.
>
> You say:
>
> > * While I agree that in some cases serious injuries can be shrugged off
or
> > ignored, I think those tend to be the surprising exceptions rather than
the
>
> > typical result. Certainly it is also true that battered people and even
> > light injuries can and do often take people "out of action" or at least
> > make it more difficult to keep fighting immediately at 100%.
>
> I use to think that myself, but I've been convinced otherwise. When it
> comes to real fights - especially life-and-death fights - I've been
> convinced that such results are the rule rather than the "surprising
> exception." Or rather, they're only the surprising exception in those
> cases where an *fatally* injured person (negative St, in TFT terms)
> fights at full effectiveness for a brief time before dropping dead.
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