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MacRauri Ensign
Joined: 26 Nov 2011 Posts: 47 Location: Twin Cities MN
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Posted: Wed Nov 30, 2011 9:55 pm Post subject: What the longest you’ve kept a PC injured? |
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Transitioning back to d6 one of the things I find myself loving about this system is how damage is calculated and what the different wound levels mean for your character. The vast majority of the time you’re never hit and everything is hunky-dory until POW! You’re down for the count or they nipped you enough that all of your actions suffer -1D or -2D from being double wounded--I loved it when they added that rule! And I find myself finding this kind of play totally refreshing from an hp grindfest where you get get chipped away at until you turn to Tom and say “I’m gonna need that healing surge next round”.
So characters in SWd6 can go from fine to OUT with a narrow breadth of wounded but all of this can be remedied if their allies (or they themselves) use a medpac. So my question is has anyone else crashed their PCs ship on a primitive planet (or something to that extent) and forced them to suffer -1D or -2D for an extended gaming time as their characters naturally heal? And if so what's the longest that you've had them play in that injured state? |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Wed Nov 30, 2011 10:38 pm Post subject: |
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As a player, I've had to heal naturally once or twice. As a GM, I don't let a medpac completely heal you. If you're wounded in, say, the left arm, then you're at -1D for all actions, until you get first aid. After that point, you're still at -1D for actions using that arm but not other actions. You'll eventually heal naturally from that, maybe in a week or so, depending on the size and scope of the wound, and there will be a scar. The only way around this healing and scarring period is bacta.
(Just how I like to run things.) _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Dec 01, 2011 2:28 am Post subject: |
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I have had several convention games where after the first combat (and all the med packs getting used), when they got into a second (not scheduled), and had wounded/incap pcs, them having to suffer the rest of the module.
For home games, i'd say about a dozen have had to suffer till the natural heal time frames came around. _________________ Confucious sayeth, don't wash cat while drunk! |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Thu Dec 01, 2011 9:52 am Post subject: |
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I've had people go through most of an adventure suffering a -1D or -2D penalty. I can't say it happens terribly often, but when they get hit, it has effects. I allow them to stabilize conditions with medpacks, but unless someone is stunned into unconsciousness they can't just hand wave the injuries away.
Seldom have I had the natural healing be a hindrance. Usually once they go into hyperspace there's quite a bit of time in travel, and I seldom have several adventures on one planet. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Thu Dec 01, 2011 4:31 pm Post subject: Re: What the longest you’ve kept a PC injured? |
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MacRauri wrote: | And if so what's the longest that you've had them play in that injured state? | One adventure. Generally there is sufficient time either within or between adventures to apply additional medpacs, get to bacta, use Jedi powers, or heal naturally. Healing naturally typically adds a visible scar. When we remember to record it. Sometimes we forget. Sometimes we forget on purpose. Otherwise some of the characters would have skins that look like some sort of cicatrix quilt.
For a more realistic depiction of damage with locations I like (but have not used) Fallon's suggested rules mod.
I've also have had players that would probably have preferred what Fallon suggests since the no effect after medpac aid seemed unrealistic to their in character sense of being shot in the arm or leg. One player will often add a limp or sling for a while even if technically the wound was healed via a medpac. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Dec 01, 2011 4:37 pm Post subject: |
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As a related q.. For those who HAVE had pc's have to rely on natural healing, did any worsen their conditions? Did any actually die from that? _________________ Confucious sayeth, don't wash cat while drunk! |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Thu Dec 01, 2011 4:40 pm Post subject: |
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garhkal wrote: | As a related q.. For those who HAVE had pc's have to rely on natural healing, did any worsen their conditions? Did any actually die from that? | Not yet. |
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vanir Jedi
Joined: 11 May 2011 Posts: 793
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Posted: Thu Dec 01, 2011 9:52 pm Post subject: |
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Oh definitely, especially with Jedi starting characters because the Force skills at creation saps attribute die, Strength is a big one to suffer because later on Jedi don't really need it for combat damage or resilience.
And I find mechanical, knowledge and technical skills the most useful for leading PC types. Most parley and scene based adventuring is done at the head of a bridge and that kind of setting, using those attribute skills.
Plus I like to institute the capped scaling system to really impose technological presence upon characters regardless of their die. It's just not the right scale to make much of an impact faced against technological superiority. Just the nature of the setting.
So yeah, frequently half our party is suffering die penalty for various reasons for half an adventure at a time. We've learned that it's easy to get wounded early on, and hard to keep yourself in good fighting trim in the field and on the run.
It's such a great system to enforce the RAW on this and then some, because you really create a suspension of disbelief and a gritty kind of action sequencing in combat. There's genuine fear, you know that anyone gets easily wounded in combat, that it's a numbers game, and that combat success is partly luck of the draw.
It teaches PCs to be realistic and creative, it gets some great character interaction, it produces some great humour. And it forces them to use the geographic resources you've planned and organised for them, which provide sidequest hooks and thus do the most important thing of all: generate a living, working galaxy that functions independently of the PC group, it is a real interactive universe.
And sometimes we have to scrap a character sheet, and that Player gets to write up another. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Dec 02, 2011 1:19 am Post subject: |
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Two of the gm's i played with over the years even penalized str rolls to resist further damage when wounded.. Really made those good dodge/parry rolls meaningful! _________________ Confucious sayeth, don't wash cat while drunk! |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Fri Dec 02, 2011 6:38 am Post subject: |
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garhkal wrote: | As a related q.. For those who HAVE had pc's have to rely on natural healing, did any worsen their conditions? Did any actually die from that? | Nope. I had a strong PC for a human. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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Volar the Healer Jedi
Joined: 04 Aug 2003 Posts: 664 Location: Arizona, USA
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Posted: Fri Mar 08, 2013 12:58 am Post subject: |
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The longest was three adventures (gaming nights) as a PC naturally healed a broken leg. He didn't mind, but they could never get him on another speeder bike after that. _________________ Know Jesus, Know Peace.
No Jesus, No Peace |
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