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Originally Posted by PK
Sorry, it was discussed at one point during the playtest as an optional rule and I apparently forgot that it didn't make it in. I've edited my post to summarize it instead.
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That'd do it, interesting...
Quote:
Originally Posted by PK
In addition, you may want to use an optional rule (from an article by Eric Funk) which was considered during the Bio-Tech playtest. (It didn't make it in, but I've used it frequently enough that I often forget that!) Basically, treat the extra injury from the vitals wounding multiplier as inherently unhealing; e.g., if you take 3 penetrating damage to the vitals, which becomes 9 HP of injury, the first 3 HP are normal but the remaining 6 HP are unhealing. Then the Surgery skill can be used to convert (margin of success + 1) of those HP to normal injury. It's harsh, but realistic. (Note that, even with this rule, the Surgery skill is only used to facilitate healing, not to recover HP directly.)
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Hmm. I like the concept but it seems
too harsh at low TL where thoracic surgery would be little more than a gruesome form of homicide. No chance at all of pulling through a Vitals wound without severely compromised health seems too much.
Perhaps treating the HP as crippled rather than guaranteed unhealing? Though that probably needs some tweaking back in the other direction, a basic crippling roll is pretty generous...