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Join Date: May 2015
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Once again the topic of physicker healing logic came up in the main forum, so I'm starting a thread here to continue the discussion rather than have this sort of discussion there.
My position as usual was that the people I played with always found per-wound healing to be needed to make sense to us, and that we also liked the way it allows figures to keep adventuring until/unless they take more severe wounds. And as usual, some people have different ideas about what does and doesn't make sense: Quote:
Four three-point wounds: The figure with four 3-point wounds either dying or being unhurt depending on whether a master physicker spends 20 minutes on him seems to me to be an issue with cumulative hitpoint effects. Those are multiple injuries which each alone would not affect the figure (not even -2 DX for 5 seconds), but since TFT adds all injury points to determine consciousness and death, four of them stack to take someone out or kill them. I don't think that's a particularly realistic effect in most cases. In other RPGs and house rules, an alternative that avoids this is sometimes called a "wound system" where often taking many small injuries actually has no effect, or only slowly raises the "wound level" of a figure. This is one way to represent how in real life, some people can take a surprising number of wounds and still function for while and not die as long as none of them is itself critical. In other words, what this example says to me is that TFT's directly adding all wounds together to determine unconsciousness or death is imperfect. On the other hand, GURPS offers an explanation for its adding of separate wound damage (and the ability to heal it by first aid), which is that a large part of the effect of damage points represent shock, which can be treated by first aid. So that's how I think about the figure with four 3-point wounds. Each wound isn't really very significant by itself, but with several of them, the person may collapse or die due to shock. But with immediate attention from a master healer, they may be not materially wounded. Being hurt for only the amount a physicker can completely heal is the unusual circumstance where this is possible. I also think that such a victim would have some healing injuries left, but it's ok with me that they don't amount to lasting damage points, even though the victim would have died of shock if he'd not been treated. To me, it does not impact at my feeling that injuries should be physicked individually, because if the same figure had received those four injuries in what were considered separate "fights", then per-fight healing would also have that victim be completely healed, or dead if there were no physicker. That is, the thing that makes no sense to me about per-fight healing, is that I don't see why a "fight" should be what determines if each wound can be healed or not. If I did want to address the seeming weirdness of this issue, I might do something like add a house rule more like one of the "wound systems" I mentioned. Or I might just reduce the amount of physicker healing to 1 and 2 for master rather than 2 and 3 for master, and/or require physickers to roll for each act of healing to see how much is actually healed for each wound (DX and/or IQ rolls, and/or a randomized amount of healing). I might also add an effect where physicker healing doesn't result in a wound completely vanishing, but leaves a "treated wound" which has some lingering effect until several days later. In fact I do do this, but it usually amounts to cosmetic description and GM discretionary effects. e.g. If the guy who just got his four three-point injuries healed did start "doing cartwheels", I might assign a chance that each time he does, his wounds may open up, undoing the healing status on them. Some wounds might be multiple wounds As for the idea that a TFT attack could represent multiple wounds, yes, sure that's a consideration that ideally would be taken into account. But I don't see why it would lead me more in the direction of treating wounds per fight. For one thing, in some cases attacks seem clearly to be about one wound: missile weapons and thrown weapons in particular. And, missile attacks are also one of the situations where this come up clearly - if you're running into long-distance harassing fire or traps where volleys of arrows hit a group and then they have time to heal, then if you do per-fight healing, it stands out that the guys who take single minor arrow hits can have that happen over and over all day long and not be very hurt, but the guy who got hit by two or three arrows at once, even if they were each light hits, can't be healed very much by the physicker. Also, if melee attacks are sometimes multiple wounds, that would actually imply to me that some of those attacks would require more time to physick, and that physickers would be able to do even more for those wounds. So if I wanted to address that issue, I would actually house-rule more in the direction of per-wound healing. i.e. I'd probably reduce the amount each physicker can heal, and then figure out for each melee attack, how many wounds were inflicted. However that seems hard to get right, and like more fuss than I really want if I'm playing TFT rather than GURPS. Last edited by Skarg; 10-11-2019 at 01:37 PM. |
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