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Message no. 1
From: Mongoose m0ng005e@*********.com
Subject: Non-lethal Injuries
Date: Tue, 9 Feb 1999 16:57:15 -0600
:> Yeah, but broken bones don't heal in minutes or hours, trust me.
:>When bones break, you tend to suffer debilitating effects (i.e. wound
:>modifiers) that last for quite a while. Some bones are worse than
others,
:>and you're more likely to want to crawl in a hole and die if you're
broken
:>your neck than if you're broekn your pinky. But as someone who has
broken
:>an arm, a collarbone, fingers, and toes, as well as cracked ribs, I can
:>tell you that it's no fun.

Borken bones almost always result in blood loss. From what I can
gather, each box of damage on the physical track could, among other
things, reflect a 3% loss of blood volume. (Average people often die whan
they loose 1/3 of thier blood).

:Amen to that. As those of you who've known me for a while will remember,
in
:June 98 I was hit by a car (I was a pedestrian) and damaged numerous
things
:(aorta, nerves, bones, lungs, spleen, blah blah blah you've all heard the
:story before). Most serious (apart from my enforced 2-month absence from
:the internet during my hospital stay!) were:

Actually, I had not heard the details. My condolances- I did not know
it was so such a life threatening incident.


<snip>
:These are the effects I suffer _NOW_, more than seven months after the
:accident. I had the best of medical care and excellent physiotherapists,
:and these problems are still rampant. Imagine the difficulties suffered
by
:a shadowrunner, with inadequate medical care, no physiotherapy, and a
:tendancy to 'push' their recovery - they'd cripple themselves in no time
flat.

Yes, certainly. SR health rules do not very well reflect cummulative
injury, lasting disabilty, or varied levels of care.


:Admittedly Shadowrun's healing times are unrealistic (let's face it, it's
:no fun playing a bunch of hapless cripples on a regular basis), which
:extends the problem - people tend to shrug off the long-term effects of
:character injury where they perhaps shouldn't.

I agree. Also, there would likely be an impact on cyberware were and
tear, as it would need recalibration after many injuries.

I'm not really sure how far rules for such things should go. They
would certainly conflict with current rules for injury and healing, which
are, as you noted, rather forgiving.

Mongoose
Message no. 2
From: Mongoose m0ng005e@*********.com
Subject: Non-lethal Injuries
Date: Wed, 10 Feb 1999 00:36:33 -0600
:Now...do broken bones count as mental or physical damage, or perhaps
:the loss of an attribute or skill (like athletics, for example)?


Physical damage, definitely. The loss of function is represented as
TN penalties to success tests (skill tests like athletics, for example).
Its not unique to SR that injury does not affect movement or the amount
you can carry- ED has the same "problem". You could maybe decrease each
by 5% per box of damage- that way, a serious on both tracks would REALLY
slow you down, besides screwing with all your tests. HMM- I kinda like
that.

Mongoose
Message no. 3
From: Marc Renouf renouf@********.com
Subject: Non-lethal Injuries
Date: Wed, 10 Feb 1999 13:12:01 -0500 (EST)
On Wed, 10 Feb 1999, Mongoose wrote:

> Its not unique to SR that injury does not affect movement or the amount
> you can carry- ED has the same "problem".

The way I handle this is by applying the wound penalty to the
Quickness when determining walking speed. This reduced number is then
used to determine your running speed. So if you have a Quickness of 5 and
a moderate wound (-2), you walk at 3 and run at 9. I'm a nice guy, so I
say that your Quickness can never be reduced below 1, but crueller GM's
than I might rule that an injury is debilitating to the point where the
person is laying there on the ground immobile.
This system is simple, consistent with the published rules, and
handles the situation surprisingly smoothly.

Marc
Message no. 4
From: Mongoose m0ng005e@*********.com
Subject: Non-lethal Injuries
Date: Wed, 10 Feb 1999 16:49:22 -0600
:> Its not unique to SR that injury does not affect movement or the amount
:> you can carry- ED has the same "problem".
:
: The way I handle this is by applying the wound penalty to the
:Quickness when determining walking speed. This reduced number is then
:used to determine your running speed. So if you have a Quickness of 5
and
:a moderate wound (-2), you walk at 3 and run at 9. I'm a nice guy, so I
:say that your Quickness can never be reduced below 1, but crueller GM's
:than I might rule that an injury is debilitating to the point where the
:person is laying there on the ground immobile.
: This system is simple, consistent with the published rules, and
:handles the situation surprisingly smoothly.
:
:Marc


Smooth and simple, yes, but it seems an undue penalty that the average
troll moves half as fast with a LIGHT wound. Then you have those
quickness 13 elf adepts- gee, serious on both tacks, and they are still at
more than 50% speed!
Thats why I suggested a 5% penalty per box.
The other option is to make all movement a TN 4 test, with each result
giving 2 "quickness" worth of movement. This has no average effect when
you are not injured, but allows injury penalties to apply. I played with
a GM who did this a few times, and it worked pretty well.

Mongoose

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