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Re: (TFT) TFT Healing
In a message dated 9/13/2006 1:51:00 AM Central Daylight Time, email@example.com
> Someone should also mention for the new list members that one popular idea
> (even by me, though I like GURPS) is extending the "death threshold" beyond
> 0 ST, so you just pass out but don't automatically die until you take more
> damage than that.
My own version of this, which I use a variant of in all the different games I
run (not just TFT) is to have a "death at player's option" range between St 0
and the negative of the character's base St. A character in that range may
drop dead at any time, at the option of the controlling player (or the GM, in
the case of NPCs), or may continue to live until he heals or recovers. But at
the negative of the character's base St or worse (e.g. -11 or worse for a
character with St 11) the character instantly and automatically drops dead.
My handwave in terms of gameworld justification is that in this range, a
character continuing to live depends mostly on the character wanting to live, on
him not giving up and "going gentle into that good night."
In terms of playability, it does a *much* better job of getting the sorts of
results I want to see in the gameword than any of the mechanical rules for
slow death below St 0 that I've ever seen. (For one thing, it's the only rule
I've ever seen that does the classic "dying delivery" bit, where the mysterious
NPC with a dagger in his back stumbles up to the PCs, whispers a few mysterious
words or presses a cryptic message into their hands, and drops dead, without
the GM having to "cheat.")
Erol K. Bayburt
Evil Genius for a Better Tomorrow
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