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Re: (TFT) Experimental Injury and Healing rules
Charles,
Thanks very much for putting those together! I like them, and
I particularly (being a canon bigot) like the way they fit into the
existing TFT structure.
You mention several things you will want to reconsider based
on the input you got. When you have finished, I'd appreciate it if
you'd re-post, with modifications in place, so I can print out a
clean set to put with my TFT set.
I had a couple of very minor comments.
4.3.1 Remaining Conscious in Spite of Injuries (and followup discussion):
I hate to add complexity, but I rather suspect this is
heavily *situation* dependent, as well as to some extent personality
dependent. When I get on my soccer shoes, stretch, go out on the
field, and warm up, I can accept somebody smacking into me at full
tilt with no real qualms. I hit the ground, roll, bounce up, and go
on. If I got the same treatment just as I stumbled out of bed in the
morning, the story would be totally different. I suspect this is a
consequence of the different levels of (anticipatory) adrenaline in
my bloodstream. Note that this explanation also applies to most of
the examples quoted of badly injured combatants remaining active.
To simulate this, I'd allow the remain-conscious check only
for characters "keyed up" or prepared for battle *before* the injury
takes place.
4.3.4.1 Physicker Revival
Complicated table, though it sounds pretty realistic. Could
it be streamlined more? Based on the idea that First Aid is maybe the
first thing taught to medics (and even the general public), you might
consider eliminating the distinction between Physickers and Master
Physickers for the table. Also, the time-of-death section of the
table might be reduced to (e.g) <3 minutes, no penalty, 3-10
minutes, +3 dice. In practice, most applications will probably be in
less than one minute anyway, as most combats play out in less time
than that. (I think?)
Re: IQ loss: I've often heard the saw that brain damage sets
in at 9 minutes (vs. 5 minutes in the proposed rule). Any medical
people on the list that can comment on this?
Re: transporting the patient: Yike! This is almost always
going to happen, and 1 die is *very* likely to kill them again, I'd
think. Is there any way to fold this probability into the original
rules? Is there any way to move them safely (e.g. using a stretcher)?
BARBER
At what IQ can this be learned? I might eliminate it, in
favor of the existing talents.
PHYSICKER
If the prerequisite is BARBER, should its IQ points be
reduced by one? As is, it sounds like these rules actually increase
the cost to become a PHYSICKER by one (one for BARBER, 2 more for
PHYSICKER).
HEALING SALVE:
If it isn't magic, I wouldn't let it work instantly. Granted
a combined anti-inflammatory and analgesic could return some
functionality in a lot less than a day, but I'd say at least 5
minutes for effectiveness (you could just say it takes this long to
apply). More seriously, slapping 10 salves on could return a pretty
cut-up character to full effectiveness in a pretty short time, which
is not in keeping with the effects of most non-magical topical
treatments I've seen.
It might be that a limit on the number of salves that are
effective per day is in order (say, no more than 3 salves per day per
character?)
ELIXIR OF HEALTH:
(Magic is unpredictable.) Well, sort of. In most of AW, magic
is all-or-nothing (FREEZE and damage (from missile spells or poison)
being the most notable exceptions). Further, most potions have the
all-or-nothing chance imbedded into their creation, so that at use
time they are pretty known quantities. I would make this heal a
standard 4 points, rather than include the die roll.
--
- Mark
210-522-6025, temporary cell 240-375-2995
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