03-04-2020, 07:48 AM | #1 |
Join Date: Jun 2013
|
Recovering from Symptoms
Something I thought of during a recent thread, that would have been a rather significant derail, is how exactly one should handle recovering from Symptoms (B109) when the character has also suffered Injury from other sources. The best way to consider this is to think of there being two "types" of HP loss - those that cause the Symptoms, and those that don't. I can see four basic schemes that are possible.
1) Symptoms heal first. This is easy enough in most cases, and will mean Symptoms last just as long as they would if the character wasn't injured in another way. This gets problematic if the character has been struck by two different Symptom-enhanced attacks (say, one that causes a -1 to DX at 1/3 HP, and one that causes -1 to IQ at 1/3 HP), or if the character has been hit with a No Wounding attack with Symptoms (in which case recovering from Symptoms first delays healing from Injury), provided you allow for that. 2) Symptoms heal last. This strikes me as the worst option, as it means dealing Injury from other sources makes the Symptoms last longer, and still has an issue if you've been hit with multiple Symptom-enhanced attacks. 3) Symptoms and Normal Injury alternate. This might be proportional or a simple back-and-forth, but still has the issue (albeit much reduced) of option 2, that it makes Symptoms last longer if you're injured by other sources. 4) Symptoms heal concurrently. This basically means that each HP you recover also counts as an HP of recovery against the Symptom, and seems the best option to me (Symptoms take just as long as normal to heal, as does HP). So, if an HP 10 character has been hit by 10 HP Injury from an attack with a 1/3xHP Symptom, and 5 HP from elsewhere, he's missing 15 HP and has taken 10 "Symptom damage." Each HP recovered also reduces the Symptom damage by 1, so once he's healed 7 HP (still missing 8 HP), the Symptom damage drops below its 1/3xHP threshold and ends. Where this differs from option 1 is that it allows for tracking different Symptoms separately. Say our character had instead been hit with 10 HP from a 1/3xHP Symptom that causes -1 DX, 5 HP from a No Wounding, 1/3xHP Symptom that causes -1 IQ, and 5 HP from a normal attack. This works out to simply missing 15 HP, and also having 10 Symptom damage for the -1 DX, 5 Symptom damage for the -1 IQ. When the character recovers 2 HP, he's now missing 13 HP, and Symptom damage for -1 DX has dropped to 8, while Symptom damage for -1 IQ has dropped to 3 (and thus that Symptom goes away). On a somewhat related note, I'm curious how Disadvantage:Unhealing should be handled for Symptoms. Does the Unhealing Symptom prevent the character from recovering from the Symptom itself? I feel it might be more fair, particularly when using option 4 from above, to have the Symptom heal normally, but not any HP until Unhealing is gone (this would also prevent other Symptoms from healing). If you want the Symptom to apply to itself, consider Cosmic, Unhealing damage +100%. I'd be willing to give that a small discount, perhaps drop it to +90%, if it doesn't kick in until the Symptoms do. I also feel that using Unhealing as an Affliction, Side Effect, or Symptom to bypass Regeneration outright is a bit cheesy, and think it might be more appropriate to treat it as Negated Advantage in that case, but if any points are remaining I'd count them in the favor of the one doing the affliction, going Slow Healing->Partial Unhealing->Total Unhealing. For example afflicting Total Unhealing [-30] in some manner on a character with Slow Regeneration [10] leaves [-20], enough for Partial Unhealing. Doing it on someone with Regeneration [25] leaves [-5] left over, enough for 1 level of Slow Healing. Doing it on someone with Fast Regeneration [50] leaves [20], which rounds down to Slow Regeneration. And so forth. Note Limitations the target has on their Regeneration count against them here - having -20% worth of Limitations (say, an Accessibility) on Regular Regeneration drops its cost to [20], meaning we end up with [-10] left over, enough for 2 levels of Slow Healing. Of course, on the bright side, even in cases where their Regeneration doesn't apply (due to the Limitations), it's still protecting them against the affliction. Does this seem fair to others? Note some other traits may be appropriate to treat similarly (like Sessile simply reducing Basic Move, perhaps).
__________________
GURPS Overhaul |
03-04-2020, 09:29 PM | #2 |
Join Date: Aug 2018
|
Re: Recovering from Symptoms
This would also be important for FP since Symptoms can also be added to Fatigue Attack.
A point of comparison would be Divided Magery, where you have to track which FP you've spent on which spell. In that situation the mage gets to choose which spell-pool gets the FP whenever he's able to regain some. Which is kinda weird TBH because how can you make that conscious decision when you regain FP while sleeping? Also I need to review how it works when you burn FP for other reasons like Extra Effort. I think you got to choose which spell's FP you sacrificed, but should that be so convenient when struck by Fatigue Attack or by Leech? |
08-18-2022, 02:25 AM | #3 |
Join Date: Apr 2005
|
Re: Recovering from Symptoms
I'd go with Option 4.
Treat Option 1: "Symptoms Heal First" as a Perk. For Unhealing, the same idea should apply. I could also see a useful limitation to Unhealing: Not vs. Symptoms, -20%. That is, you can "virtually heal" damage at the normal rate, but only to eventually remove the effects of Symptoms, not to heal actual HP. Last edited by Pursuivant; 08-18-2022 at 02:37 AM. |
08-18-2022, 07:53 AM | #4 | |
Join Date: Sep 2011
|
Re: Recovering from Symptoms
Quote:
As such it doesn't really matter whether the HP or FP that are healed came from the Innate Attack or from something else, just as it doesn't matter whether the Innate Attack that caused the Symptom in the first place, caused the Symptom to appear by crossing the damage threshold by inflicting 1 point of injury or 6 (assuming you go with the suggestion that an Innate Attack that inflicts Symptoms shouldn't exceed 1d). Since GURPS doesn't normally require tracking damage from individual wounds separately, I would say that all that matters is that the cumulative damage decrease to 1 point below the threshold, and to not bother tracking damage from injury source. On the other hand if you should have a healing system that does track healing by individual injury and doesn't already determine the order of healing, I would suggest the following protocol for healing: the body heals actual physical damage, i.e. cuts, bruises and broken bones first. Cuts and bruises heal more quickly than bones, and loss of blood gets first dibs from the body, thus the order is open cuts until scabbed over or otherwise closed off (nominally 1 point of damage healed), closed cuts and bruises, and then broken bones. This is followed by injury from disease and magically inflicted damage (and by magically inflicted damage, I'm envisioning damage from a wasting curse or the like, physical damage from a fireball, for example, will heal just fine, being treated as ordinary non-magical damage). This order is modified by the severity of the injury, using the severity definitions of John M. Ford's I'm not Dead Yet! from Roleplayer 16. Critical (or mortal) wounds of 9 points or greater get first call, followed by severe wounds (4-8 points injury), then light wounds (2 or 3 points of injury) and finally superficial wounds (1 point of injury). In the event of multiple injuries in the same severity class, injuries heal in rotation, going from oldest to newest injury. Alternatively, you could follow John M. Ford's system more completely and allow a healing roll vs. HT for each individual wound per day. He suggests reducing the rolls to every other day or even every third day, if every day seems to be too much of a good thing. He doesn't provide any guidelines for when the switch in healing rate should occur, but I would suggest every third day while cumulative damage remains above that of severe wounds, every second day while equivalent to a severe wound, and daily thereafter. As for Unhealing, by the RAW, Symptoms persist until the cumulative damage drops below the threshold, and Unhealing prevents healing HP at all. (Technically, there are ways to heal HP for Partial Unhealing and, if the GM permits it, possibly for Full Unhealing.) OTOH, Unhealing doesn't seem to bar recovery of FP damage, so Symptoms from FP caused injury should eventually go away, but HP-sourced Symptoms are pretty much forever. Last edited by Curmudgeon; 08-18-2022 at 08:24 AM. |
|
08-18-2022, 10:27 AM | #5 | ||||
Join Date: Jun 2013
|
Re: Recovering from Symptoms
Quote:
Quote:
Quote:
Quote:
__________________
GURPS Overhaul Last edited by Varyon; 08-18-2022 at 10:34 AM. |
||||
08-18-2022, 05:14 PM | #7 | |
Join Date: Apr 2005
|
Re: Recovering from Symptoms
Quote:
My idea of a Perk that allows you to selectively heal injury imposed by a particular attack still stands, however. That would allow you to recover faster from crippling limb injuries as well as the effects of symptoms. |
|
08-25-2022, 02:09 AM | #8 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Recovering from Symptoms
HP are an abstraction anyway, it's simpler, and probably RAI, to just not track injury by source. The symptoms stop once you recover above the threshold (unless it specifies, as with many toxins, you don't recover until fully healed).
|
08-25-2022, 02:39 AM | #9 |
Join Date: Nov 2015
|
Re: Recovering from Symptoms
Do we have an example of symptoms besides the one in Basic?
To me, it's not clear at all how and when symptoms are supposed to heal. Healing the damage caused by the attack seem to require an extensive tracking of damage, more so if multiple attacks with symptoms are involved. Considering Symptoms seem rather cheap for what they can do, I'd say they should heal sooner rather than later |
08-25-2022, 03:00 AM | #10 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Recovering from Symptoms
There are toxins thst use the same mechanics. There are almost certainly abilities that include the modifier in other sources too.
Quote:
|
|
Tags |
symptoms |
|
|