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Message no. 1
From: Luke Kendall <luke@********.CANON.OZ.AU>
Subject: How do you cope with SR II healing? (Was: SR II healing vs SR I
Date: Wed, 14 Sep 1994 10:17:24 +1000
I wrote:

> If you don't, what happens when a significant part of your group is
> hit with serious wounds - go home and tell Mr Johnson `Sorry.' ???

Chad Hessoun wrote:

> Well, when the party gets hosed (as is almost always the case), they do
> go limping home, or stick it out.

In SR, how do you stick it out? With even a +1 TN, your chance of doing
anything drops dramatically.

> It's only reasonable to expect that when you shoot someone they would
> have the decency to die or malfunction

Naturally. But in SR I, a samurai can be healed up once the heat's off
and you have a quarter of an hour to spare. Then the team can swing
back into action. In SR II, you can't do this, since any well-cybered
character is probably going to be at TN +1, +2, +3 for a month or more!

> I don't like the "magic wand" SRI healing because it does
> not reflect the effort of healing someone; the body is very complex and
> minute and it takes a certain amount of care to fix it properly.

This reasoning doesn't make sense to me. Levitate doesn't reflect the
effort of actually making someone fly; Mask doesn't reflect the effort
needed to disguise someone well. Gosh, come to think of it, all these
spells work like - well, by golly ... they work like magic! :-)

> If someone has so much cyberware that magically healing them becomes an
> issue, are they all that likely to care about that thin layer of flesh

Would you care if your target numbers were increased by 3?

So far, no one has answered my question in a way that makes logical
sense to me. How *do* you cope with SR II healing? (Maybe, you all
have Karma Pools of 30, and save it all for Healing to boost the
number of successes for cybered characters?)

luke@*still*.puzzled

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