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Message no. 1
From: Wafflemeisters <evamarie@**********.NET>
Subject: Re: Damge,conciousness, and recovery
Date: Sun, 12 Apr 1998 04:25:57 -0500
>
> (Paul Gettle , Sat 0:14)

> At 11:52 PM 4/10/98 -0500, Mongoose wrote:
>
> > I don't like "bleeding" rules, because on a SR time scale,
> such things should not really affect combat, and should just instead be more
> lethal wounds. Yes, its annoying you can't be bleeding without taking a
> deadly wound that results in unciousness.
> >
> > I changed this a simple way: deadly wound levels give a +4 TN
> >/ -4 intitive and CAN (usually will) cause unconciousness.
>
>
> Now this has to be one of the more elegant solutions to the whole
> problem. And of course, there's the implicit contract from GM to
> Player that states "Be a twink, and I'll go back to what the BBB says
> and you go unconcious. USE this oportunity to advance everyone's
> roleplaying, don't abuse it to be munchy."
>

Well, It's actually partly twink oriented- I wanted to beaf up the
effects of pain editors and various damage ignoring thingys. I'd fully
expect somebody to have a 18+ body troll with a pain editor / damage
compensator combo. Of course, that somebody would probably be the
GM....
If somebody want's to push thir luck with a +4 tn mod and no margin of
safety, I'll watch them die.
But yes, the main objective was roleplaying, both of character death
(or last desperate chances for survival) and of NPC'sgiving vital
information and croaking.

> > Having any overflow boxes make things even worse -blood loss
> causes confusion and loss of co-ordination. A flat penalty per box would
> >penalize high body characters just for surviving, but the GM may
> >determine the character's actions and perceptions if he remains
> concious with more than half his overflow boxes filled.
>
> Maybe this is just simplistic, but if you're not outright knocking the
> character unconcious for high levels of damage, why not just a +5 to
> TN/-5 to Init. for having overflow damage? (up to your halfway mark,
> at least)

They get a +4/-4- thats the mod for 10 or more boxes. Given the
patern, I can't see it jumping to +5/-5 at 11 boxes....
Also, I'd intended for 10 physical boxes to take you out of combat, and
10 stun boxes to leave you only minimal time before passing out, so a
higher TN wasn't really needed. I didn't want folks who don't have
special damage handling sruff walking around with any physical overflow.
The "half overflowÞlerious" thing keeps things at a reasonable
level-
I figured there would be someline between "fataly wounded" and "almost
dead", even if you were still concious.

Thanks for the feedback- what did you think of the healing time rules
idea? The typo's may have been a little heavy- it got cut and pasted a
lot.
A recap- Healing Physical Damage:
Make a body (no cyber) test every (wound mod) days,
Base TN= physical boxes + injury mods (doctoring tablemods apply).
Even 1 succes means you have healed a single box of physical damage.

I was also pretty happy with the "stun complication" thing- thishad
peaved me a long time, that stun weapons never cause long lasting wounds
(like bruises and concusions) unless the do overflow. Fail the stun
recovery, take aphysical box- simplE, fair, BRUTAL. It even makes
drain a bit of a threat. As it stands, people often don't bother
rolling stun recovery if they have time.

-Mongoose

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