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View Poll Results: I allow Physickers to treat
Each wound separately 5 25.00%
Only the total wounds suffered 15 75.00%
Voters: 20. You may not vote on this poll

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Old 01-14-2025, 02:33 PM   #21
phiwum
 
Join Date: Jun 2008
Location: Boston area
Default Re: Physick Per Wound or Per Aggragate?

Quote:
Originally Posted by Axly Suregrip View Post
EKB,
You have convinced me.

I have always done Physicker healing per accumulated wounds. But doing it "per wound" improves gameplay, as you have described. Yes, it is makes physickers more powerful but it has the following gameplay improvements:
- big wounds mean more
- because big wounds mean more, higher ST is more threatening. In a game that has become imbalanced toward high DX, this is a nice counter.
- more armor also pays off. Again as a counter to very high DX.
- as EKB said, deeper dives into caverns makes for more fun. Too often missions cannot penetrate very deep before having to return home. Thus the cave gets restocked. There are several fixes to this (don't restock, or players learn to only attack when very one side, or they spend more on health potions than they will earn from the adventure) that hurt the fun.

I will make this change and see how it goes.
My players only attack when the fight is very one-sided and they tend to get slaughtered.

If only they would make sure the fight is one-sided in their favor, perhaps things would go better.
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Old 01-14-2025, 09:27 PM   #22
Bill_in_IN
 
Join Date: Dec 2021
Location: Indiana
Default Re: Physick Per Wound or Per Aggragate?

Quote:
Originally Posted by phiwum View Post
My players only attack when the fight is very one-sided and they tend to get slaughtered.

If only they would make sure the fight is one-sided in their favor, perhaps things would go better.
Bad luck is but a die roll away.
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Old 01-14-2025, 10:25 PM   #23
Axly Suregrip
 
Join Date: Jun 2018
Location: Durham, NC
Default Re: Physick Per Wound or Per Aggragate?

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Originally Posted by phiwum View Post
My players only attack when the fight is very one-sided and they tend to get slaughtered.

If only they would make sure the fight is one-sided in their favor, perhaps things would go better.

ROFL.

As powerful as it is, even Physicker healing per wound can't fix that.
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Old 01-15-2025, 08:38 AM   #24
phiwum
 
Join Date: Jun 2008
Location: Boston area
Default Re: Physick Per Wound or Per Aggragate?

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Originally Posted by Bill_in_IN View Post
Bad luck is but a die roll away.
Sure. That's probably the issue, Bill. Bad luck.
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Old 01-15-2025, 09:07 AM   #25
madhopper50
 
Join Date: Aug 2018
Default Re: Physick Per Wound or Per Aggragate?

Another option is to use "LAW "healing rules. " Heal one damage point per medic level for damage sustained in current combat, on 3/IQ. Used after combat is over. Healed points can be spread across multiple characters".
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Old 01-15-2025, 10:17 AM   #26
TippetsTX
 
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Join Date: Sep 2018
Location: North Texas
Default Re: Physick Per Wound or Per Aggragate?

Since we're straying into house-rules a bit, my own were designed to be a compromise between these two approaches...

Initially in my game, as an attempt to apply 'per wound' healing by someone w/ PHYSICKER or MASTER PHYSICKER, using these talents would provide diminishing returns when applied to the same figure. For example, imagine a PC with 12 ST that is hit three times in combat. One a grazing 2-point wound, another for 3-points, and also a serious 5-pointer. In my game, someone with the MASTER PHYSICKER talent can heal the (normal) full 3 points on the most serious injury, but only 2 on the next one and finally 1-point on the minor wound. That would still leaves 4 points to heal naturally (assuming no magical remedies are available) over 4 days*.

In addition to tactical healing, I have applied a secondary feature for those talents... the ability to accelerate normal ST recovery in order to help minimize PC downtime. I think there should be a bonus when a character is under the watchful care of someone w/ these talents. Therefore characters being treated by a PHYSICKER will recover at *twice* the normal rate while those receiving care from a MASTER PHYSICKER will heal at *triple* the rate (dependent on a successful 3d healing roll vs IQ each day). Thus the figure mentioned above would be fully recovered as fast as 2 days if being treated by someone w/ either talent.

*Note: The default recovery rate of ST damage is 1 point per day in my game (instead of 1 every two days per RAW) as long as the character is in a safe location and mostly restricted to bed-rest. Trying to recover ST naturally while active or adventuring slows the process down substantially... only 1 point every THREE days.
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Last edited by TippetsTX; 01-19-2025 at 06:38 PM.
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Old 01-18-2025, 07:52 AM   #27
ak_aramis
 
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Join Date: Jun 2010
Location: Alsea, OR
Default Re: Physick Per Wound or Per Aggragate?

Quote:
Originally Posted by Steve Plambeck View Post
I never questioned the original rule on this. The treatment is on the aggregate wounds from one fight, and I'd hate doing it any other way. Making players keep track of the separate hits from each wound is just an egregious bookkeeping burden to put on the players that I know I'd hate to do as a player.
I found it easy to do in Pendragon... by using poker chips to track HP. Each wound was kept a separate stack... on a place card marked "Wounds"... but first aid in Pendragon is per wound, not per engagement, so it was worthwhile.

Quote:
Originally Posted by Steve Plambeck View Post
More importantly I just don't think Physicker was ever intended to be so powerful. Healing 2 is healing 2, not healing 2 for this wound, 2 for that wound, 2 more for another, and oh look you got 6 hits healed and now onto the next patient for 4 or 6 or 8 more.
I concur.
Simplicity is often superior.
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Old 01-19-2025, 06:20 PM   #28
malloyd
 
Join Date: Jun 2006
Default Re: Physick Per Wound or Per Aggragate?

Quote:
Originally Posted by phiwum View Post
Sure. That's probably the issue, Bill. Bad luck.
More seriously, I've often seen this in players who are basically playing smart for the wrong genre.

Avoiding all the little fights that don't really matter and aiming for the big boss who does makes a lot of sense in genres closer to reality. It's only a terrible approach in dungeon fantasy and the like where the conventions of the genre [guarantee] the big boss is out of your league to start with, and winning those small irrelevant fights is where you earn all the experience (and run a high enough loot to resources spent ratio) to accumulate the edge that will give you chance against him.
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