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Old 10-15-2019, 04:27 PM   #25
TippetsTX
 
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Default Re: Trying to make consistent sense of what damage and healing represent

Quote:
Originally Posted by Jeff Lord View Post
First off, I've repeatedly stated that I don't believe that "per wound" is actually a quantifiable thing. What is a "wound," exactly? We have a 5 second combat round (as opposed to 1 second in GURPS); a lot can happen. When a sword (any) hits you for maximum damage, that might be one good shot - or it might be two or three, or more. The same goes for a dagger in HTH. You take "hits" from a successful attack; that doesn't necessarily translate to a single "wound." Admittedly, arrow damage is harder to justify this way but that's a whole other story.
So in the context of this discussion, I think it is very quantifiable. I'm fairly confident that those of us who land on the 'per wound' side of this debate would define a wound as a single hit or, more specifically, any successful attack action (or threat event) which results in damage to the target’s ST. To your point, that is still an abstraction, but an acceptable one and for the sake of consistency, we should agree on a common lexicon at least.


Quote:
Originally Posted by Jeff Lord View Post
Hence they are not able to be treated as individual, discrete, units. If the human body takes (for example) four points of hits, that's not good. If it takes four points of hits and then another four points of hits, this is actually much worse than four points of hits X2. The accretion of damage will drastically impact the body's ability to "shrug it off." Trauma based shock is not fun
This is exactly the kind of effect I was trying to address (in abstract, obviously) with my proposed change to how the Physicker talents work, namely requiring an IQ roll that gets harder for each subsequent 'wound' that the healer is attempting to treat.


Quote:
Originally Posted by Jeff Lord View Post
In addition to healing considerations, this has led me to toy with the idea (house-ruled, of course) that players with less than half their ST (or whatever home-brew stat is in use) suffer a -1 DX penalty, just as players with 3 ST or less suffer a -3 DX penalty.
I like what you are going for here, but I wonder if the half-ST threshold is problematic. Do we round up or down? Would it apply equally to a 30 ST giant as well as a 10 ST human? Should the giant really take a -1 DX penalty when he still has 14 ST?
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Last edited by TippetsTX; 10-15-2019 at 04:44 PM.
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