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Re: (TFT) Experimental Injury and Healing rules



----- Original Message ----- 
From: "Mark Tapley" <mtapley@swri.edu>
To: <tft@brainiac.com>
Sent: Tuesday, January 04, 2005 11:47 AM
Subject: 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.

Sorry I didn't get back to you sooner. I will be reposting soon, having made
a number of changes. But I did want to address some of your comments:

> 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)?

I should point out that these rules are straight from an article in
Interplay - I claim no pride of authorship. I would suggest, though, that
"First Aid" is perhaps a bit of a misnomer, in that this sort of revival is
more akin to what ER doctors do with a severely injured patient that is
essentially dead on the table; this goes beyond simple first aid. And keep
in mind that even something as simple as CPR would have been regarded as
"miraculous" by Mediaeval and Ancient peoples. Can't comment as to the IQ
loss, attempts to streamline, or transporting the patient.

> BARBER
> At what IQ can this be learned? I might eliminate it, in favor of the
existing talents.

Had a bowl 'o' stupid when I posted this; its intended to be IQ9, and
represents sort of an apprentice level for the physicker talents. I think it
fills a gap, but YMMV.

> 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).

No to question #1 and yes to question #2. Being a doctor is a rather
complicated job - it should cost a bit more.

> 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.

True. But as you pointed out with Freeze (especially) and missile spell
damage there is precedent for this approach. I think at present I am going
to leave it as is. However, feel free to modify as you see fit.
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