08-17-2012, 09:34 AM | #11 | |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Tracking Individual Wounds & Healing
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Still, it does have several interesting ideas. And to be fair to the article, it is targeted at realistic, mundane humans as they would be found in the Hârn setting. Some ideas can probably be taken from Hârnmaster itself and adapted, I'd think.
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08-17-2012, 09:41 AM | #12 | |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Tracking Individual Wounds & Healing
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08-17-2012, 11:38 AM | #13 | ||
Join Date: Nov 2009
Location: GMT-5
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Re: Tracking Individual Wounds & Healing
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Bleeding is treaded as a single accumulating wound only it does FP damage instead of HP. When you've bled as many points as your max FP, you fall unconscious (you may fall unconscious sooner if you have also lost FP from other sources). Every point you bleed past that, you roll HT or die. This makes death by blood loss a real danger. Each cell on my severity/location table also has a frequency of blood loss roll associated with it. So for a light wound to the torso, you're rolling avery hour for blood loss and for a serious wound to the neck you're rolling every 30 seconds. Bandaging decreases bleeding roll frequency and full application of First Aid (or Surgery in certain cases) eliminates bleeding. This is only the tip of the iceberg for this system of house rules. I could go on. But it's surprisingly non-cumbersome in play. I handle most of the details and only tell the players what they need/want to know. Quote:
For recovery, I have a list of modifiers that apply to recovery rolls. Every day of missed meals, you suffer a -1 to the recovery roll. You round up so someone who needs 3 meals a day rolls at a -2 if they missed 5 meals during the week. Missed water is -2 per day. There's also modifiers based on level of activity over the week, margin of success of a physician roll, presence of a nurse (or equivalent helper), missed sleep, Rapid Healing (which has itself been changed), etc. |
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08-17-2012, 02:11 PM | #14 |
Join Date: Nov 2009
Location: Oregon
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Re: Tracking Individual Wounds & Healing
Sounds awesome! I've taken a look at other non-cumulative wound systems (and worked on one of my own) but they seemed to add quite a bit of complexity. Do you have yours posted on a site, or would you care to share it here?
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08-18-2012, 10:00 AM | #15 | |
Join Date: Nov 2009
Location: GMT-5
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Re: Tracking Individual Wounds & Healing
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My system does add quite a bit of complexity. But it's complexity that I don't mind handling. And on the player's side, it's manageable. To the player, I would just describe what the wound look like and how much blood is visible. If they want to know the game-mechanical effects, I might say, "You have a moderate wound on your left arm. Every time you want to use it, you need to make a Will check. You have -1 to IQ and DX from the pain." If the player asks how often bleeding rolls need to be made, I'll tell him (in this case) 10 minutes. Otherwise, I just have him roll every 10 minutes and keep track of the loss and the effects of loss informing him when his weakness starts to be noticed (i.e. further penalties are incurred). So it adds a lot of complexity but it's all behind the curtain. |
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08-18-2012, 05:35 PM | #16 |
Join Date: Oct 2005
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Re: Tracking Individual Wounds & Healing
This is from a slightly older game system, but might be applicable: "I'm not Dead Yet!"
From the house rag of some small-time publishing company...
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." |
08-19-2012, 06:26 AM | #17 | |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Tracking Individual Wounds & Healing
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-JC |
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12-08-2012, 12:46 AM | #18 | ||
Join Date: Jun 2010
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Re: Tracking Individual Wounds & Healing
I realize this thread was revived by a spammer, but it's a good opportunity for me to ask about something that's bothered me for a while now:
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Tags |
healing, injury, recovery, tracking, wounds |
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