10-16-2019, 09:13 PM | #31 | |
Join Date: May 2019
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Re: Trying to make consistent sense of what damage and healing represent
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Of course in melee combat there are many feints and a flurry of moves, but I always considered this to be a prelude to attempting to land one solid and disabling blow on your opponent. When I watch HEMA type fights it seems clear that it's usually that you create an opening for a decent strike, if you can, then pull back ready for the next clash, rather than hacking several times. So in my head the 5 seconds is used to try to manoeuver a good strike. I'm not sure this is in itself is that important regarding healing though. |
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10-16-2019, 10:00 PM | #32 | |
Join Date: May 2019
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Re: Trying to make consistent sense of what damage and healing represent
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Okay, so the point about shock implies that many small wounds can be shrugged off but a big wound is much harder? In TFT terms, eight 1 point wounds should be 'less harmful' in some way than one 8 point wound? And there is the point that a healthy person can take a wound better than someone who is already wounded? In TFT terms, a 2 point wound should be 'more harmful' to someone who is already hurt? I'm not sure I get the bit about 'cannot be treated individually'. If a patient has two large cuts, then there must be a sense in which each cut can be treated, even if there is (also) some sort of 'overall' damage to the person as a result of the two cuts - trauma, shock, bloodloss etc, stuff which has 'one' effect on the whole body? Am I understanding correctly? |
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10-16-2019, 11:23 PM | #33 | ||
Join Date: May 2015
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Re: Trying to make consistent sense of what damage and healing represent
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* missile shots * thrown weapons * missile spells * many traps Also, returning to considering the way damage from individual wounds are all individually healable even when doing per-fight combat, IF the wounds are taken each in separate fights. Why would that matter? Particularly when low-damage foes are encountered (e.g. nuisance creatures), player awareness of a "per fight" healing system will strongly reward the gamey knowledge of the players that that's how healing works, to rotate out anyone who gets even slightly hurt in a fight in favor of putting people who haven't been hurt in that fight yet to risk being in harm's way, with the idea all the damage will vanish if no one takes more than 2 or 3 points, but they'll be lasting injury if someone has 4 or more 1-hit rat bites or something. And as MikMod wrote, the way armor subtracts from damage of an attack once strongly implies to me that the damage and protection math is about single hits. |
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