| Post/Author/DateTime | Post |
|---|---|
| #1icuallMay 08, 2009 10:28:23 | For you DMs out there, PC is fatigued for 24 hours after Surgery and only heals 1d6 per level. I realize PCs can still function while fatigued, but am looking for other ideas. How do you handle how much damage to deal out in respect to the PCs recovery time? Secondly, What are some of your gaming strategies to have your PCs heal faster or accommodate the damage rate they receive while keeping the game deadly and exciting, keeping it rolling so they don't have to take a weekend after each encounter to get back to 100%? (I don't have spells in my games.) |
| #2Waylan_WolfMay 08, 2009 11:15:21 | I just use the rules as written... I don't like it, but can't think of a good replacement for the system that already exists. Maybe treat HP as a character's morale level and make Ability damage represent actual physical harm. |
| #3backstabbistMay 08, 2009 11:40:32 | We stick to the RAW. It is a great system to act as punitive measure for disobeying the general principle of modern combat, as summed up in the immortal words of Razoreface: Try getting shot less Healing time is the reason you dont just wade up thru the hail of bullets to punch the 4 guys shooting at you. Perhaps if you describe the enemies as You see four guys with "2HospitalDay" weapons, and their boss behind them with a "3HospitalDay" gun |
| #4icuallMay 08, 2009 12:05:40 | I agree with what you saying. Do you feel it slows down your game? Or do you just reduce the damage thrown at them to keep it flowing? I was just looking for something in between, but controllable. Perhaps like an expensive trauma drug. I wanted to ask if anyone had already dealt with this before I go off and make one. [Hey I am in San Antonio also, how often do you all play?] |
| #5backstabbistMay 08, 2009 12:50:47 | We dont look at it as "Throwing damage at them", it is more a matter of how much they bring unto themselves. If your players consider Frontal Assault as their first response to all encounters, I hope they can pay their medical bills. Usually, the days some guys spend 'healing' (usually the combat oriented guys) are used by the others for stakeouts, computer snooping, legwork for Faceman setting up cons, distraction/disinformation emplacement, and most importantly multiple egress avenues .... you guys do setup multiple egress avenues for various stages of your plan, right? Cause when a plan goes south you better already have extra ways out secure |
| #6icuallMay 08, 2009 13:35:37 | I don't have a group now, (broke up and people moved), was going to post to start one another. But yes, to answer your question, they should always have a back up plans for each stage. I am in the planning and creation stage. |
| #7trappedsliderMay 12, 2009 1:17:27 | We stick to the RAW. if he ever comes back...that will be his CT |
| #8DwarfFighterMay 12, 2009 8:06:26 | We have a house rule that allows characters to receive the Restore Hit Points action multiple times per day. We use the same table as for Heroic Surge (though the feat is obviously not required). -DF |
| #9penchantMay 12, 2009 16:53:23 | I use the vitality rules. Vitality damage represents heroic energy expended to avoid mortal woundage. It also returns hourly instead of daily and makes things alot more cinematic. Imagine the hero who rolls in to a room filled with badguys, all blazing with automatic weapons. At the end of the encounter the badguys are dead and the hero is just scuffed up and needs to rest up for the next encounter. In game terms, the badguys hit his AC a number of times and the hero has lost most of his Vitality damage, but has not taken any hit point damage and therefore does not need a doctor. This system really makes things move in a game that does not have clerical healing or potions. |
| #10TheRealOrionMay 12, 2009 17:21:00 | Vitality is out of Saga or Unearthed Arcana? I can't remember now. |
| #11backstabbistMay 12, 2009 19:19:20 | Dr McGillicutty's Nerve Tonic can restore Vim & Vigor as well as Vitality |
| #12rustam1May 12, 2009 21:14:21 | Vitality is out of Saga or Unearthed Arcana? I can't remember now. Unearthed Arcana http://www.wizards.com/default.asp?x=dnd/ex/20040206a&page=3 Vitality and Wound Points The vitality and wound points damage system was originally developed for the Star Wars Roleplaying Game as a more cinematic method of handling damage than the traditional hit point system. The system allows for characters to improve the amount of punishment they can withstand as they go up in level, while still allowing for a single lucky attack to take down a character. |
| #13nobodez_hereMay 14, 2009 16:07:34 | First Rule of Combat: Don't forget to duck. The main way to survive a gunfight is to not get hit. Either use better armor, better cover, better guns, or better tactics. Or all of the above. The rules as written allow you to shorten healing time to as little as 6 hours, meaning you can do the surgery at night, and be ready to go in the morning (think of it as an extended rest). If your players don't want to follow the rule of "Get shot less", then perhaps you could use the Saga system damage rules, or the VP/WP rules from SW/UA. |
| #14TheRealOrionMay 14, 2009 16:18:45 | The rules as written allow you to shorten healing time to as little as 6 hours How? I'm not asking for a full run-down and stuff, but... really? |
| #15rhialtoMay 14, 2009 16:54:19 | Treat Injury skill - surgery restores 1d6 x character levle hp. Long term care restores 3 x character level hp. Nothing says you can't get both of those in a single day, and that's enough to resotrte most characters to full hp. |
| #16TheRealOrionMay 14, 2009 17:15:44 | I wouldn't allow that at my game. I mean, if you're shooting for something that resembles medical care in the real world, not a chance. Any day on which you undergo surgery does not count as "rest" as far as I'm concerned, and most surgeries themselves inflict damage to the body, so you recover from the surgery as well as the injury. Splitting someone open and root inside with a stick takes a toll on the body. I mean, if you're comfortable with using both in a day, don't let me stop you, but that's a loophole. |
| #17rhialtoMay 14, 2009 17:33:09 | If you don't allow both, then surgery becomes a never-worth-using option, because it's statistically better to just take the long-term care option instead, since teh skill check is much easier. |
| #18TheRealOrionMay 14, 2009 17:41:03 | Well, then by "surgery," I think they mean "emergency care," like putting in stitches and setting bones and stuff. Surgery is a whole other thing, at least as I understand it. |
| #19rhialtoMay 14, 2009 17:44:58 | yes, I'd agree. d20 Modern's "surgery" really means A&E-type care. Actual surgery doesn't really happen in d20, as injuries that woudl require "real" surgery just don't happen in d20. |
| #20narukagamiMay 14, 2009 18:09:27 | I usually think of the "Surgery" skill as an "Advanced Medical Care" skill, and "Treat Injury" as "First Aid and Basic Medical Care" skill. Works if you don't think about it too much, heh. |
| #21backstabbistMay 14, 2009 19:28:35 | "Oh come on Smithers, its brain surgury not Rocket Science" - M Burns Perhaps if we just slide the number of HP recovered to be a fraction of your total rather than a flat d6 per level... 1d6 x HP/10 (10% - 60%) |
| #22rustam1May 14, 2009 22:11:58 | Scenario: Chuck Li, Level 10 (Tough 7 / Strong 3); HP 96; Critically wounded but Stable at -8 hp. "Doc" conducts Surgery. It takes (1d4+8) 10 hours. With (10d6) 36 hp restored. Chuck is back to 28 hp and is fatigued for 6 to 24 hours. After this Chuck heals normally. Long-term care (full bed rest) for 24 hours and Chuck is up to 68 hp. Surgery: Surgery (DC 20): With a surgery kit, a character can conduct field surgery. This application of the Treat Injury skill carries a –4 penalty, which can be negated with the Surgery feat. Surgery requires 1d4 hours; if the patient is at negative hit points, add an additional hour for every point below 0 the patient has fallen. Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s full normal total of hit points) with a successful skill check. Surgery can only be used successfully on a character once in a 24-hour period. A character who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion. |
| #23TheRealOrionMay 14, 2009 23:28:56 | Yeah, I was getting hung up on the words, and in true "cinematic" style, that kind of recovery is really fine. I just happen to have been through a serious surgery experience with my father, years ago (he had spinal-cord work done), and it took him two years to recover from the surgery, so when I see "have surgery and get healing in the same day" my brain goes "sproink!" But that's not fair. I am usually the one calling for abstraction and Hollywood-style fantasy physics. |
| #24backstabbistMay 15, 2009 0:16:09 | The Professor, Smart10, 40hp Frightfully wounded, 8hp 9AM Surgery(10hr) gives him (10d6) 35HP back... topped off & then some 7pm Dinner at TacoBell In bed by 8 and a full 12hr nap... 8am Up & At'em "This coffee percolator could brew faster if I had some plutonium and ductape..." Sure 1 day could work- its not the stitches but the Meds man... the meds! Better living thru chemistry. Real life doctors have codes and ethics, that is for the mooks in the cheap seats.... you pay enough and you can get the cool doctors that are not burdened with codes & ethics. They cost more, but you get what you pay for (and you are paying to be wide awake and feelin no pain). Just try to avoid the ones with a wall board flow chart of Revenge/GlobalDomination, and its a bad sign when they refer to folks as "Foolish Mortal"s |
| #25rustam1May 15, 2009 17:50:25 | there are several vitality+wounds add-ons out there... like: on Hypertext d20 (for DnD) and on Guild Companion (for OGL 3.x) barring those...make your own like, say, damage below 0 hp is temp CON damage, when CON reaches zero you're dead. period. too grim? :evillaugh how about... 0 hp to -CON is physical (impairing) damage (bleeding and such) and below that is permenant CON ability damage. ![]() or "healing" hp damage converts it to subdual damage that goes away character level per hour of rest. :surrender the overall effect on your game is to make the PCs understand that violence is not the first or best answer. and that body armor and the proper use of cover are "life-savers." |