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Jan 6 2007, 05:22 AM
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#1
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Moving Target ![]() ![]() Group: Members Posts: 500 Joined: 4-September 06 From: Salt Lake UT Member No.: 9,299 |
I have an ork who took 14 + 5 boxes of physical damage. A bunch of mojo brought him to 13 boxes of damage. A trip to the hospital brought him to 9 boxes of damage.
He has body 7 natural + suprathyroid + quick healer 2 I figure he rolls 20 die for a healing test. If he just buys hits from his die pool he can recover completely in 2 days. I love being able to soak damage but I hate the fact that he can heal 10 boxes of damage (what used to be a deadly wound) in two days. A healing test is an extended test with an intreval of 1 day. Each hit heals one box of damage. I propose that the intreval be equal to the number of damage boxes. So a guy with body 4 & 10 damage boxes filled takes 39 days to heal completely on average. I've only run the numbers on characters with natural body 4 and natural body 8 so I'm not sure but, it looks like this healing progression is just slightly slower than it was in sr3. It's a smoother progression than earlier versions and while it seems to me to be a little optomistic to heal deadly damage in less than two months it's still better than the immediate healing we have now. Anciliary questions; If I use this healing test intreval in my games the Quick Healer quality and the Symbiots Bioware will have much greater utility. Should these things cost more? Will this unfairly penalize any particular Archetype? (this is a house rule I propose to use in my games. I don't like HRs but I feel in this case that it doesn't violate the setting or destroy the streamlined rules framework. I would aprieciate if you would consider how this would effect SR4 characters that you have played and post a responce from that viewpoint.) Thanks :) |
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Jan 6 2007, 05:29 AM
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#2
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Moving Target ![]() ![]() Group: Members Posts: 548 Joined: 21-December 06 Member No.: 10,416 |
The faster healing in the game probably represents advances in medical technology, but mainly it is a gaming convenience. By that I mean most players don't want to waste a lot of (game) time while their characters are healing. Being down and out for a few weeks means most adventures are over for a character.
Still, if you don't like the healing times in SR4, use the SR3 system. You could also change the healing interval so that the more severe the wound, the longer the interval is, or more simply, just increase the interval across the board. This hasn't been too much of an issue for me, yet, in SR4 because I usually play a mage with some First Aid skill and healing magic. Only the Sammie is hard to heal up. |
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Jan 6 2007, 06:03 AM
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#3
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Moving Target ![]() ![]() Group: Members Posts: 500 Joined: 4-September 06 From: Salt Lake UT Member No.: 9,299 |
Um... I thought I had. The interval = damage boxes in days. :) So if you have 10 boxes of damage and natural body 4 with no other tweeks it will take you about 39 days to heal. Its a body + body (damage boxes) extended test 10 boxes of damage: 4 body = 8 die -3 wound modifier = Dice pool 5 ~ 1.6 hits = 10 days to heal one box 9 boxes of damage: 4 body = 8 die -3 wound modifier = Dice pool 5 ~ 1.6 hits = 9 days to heal next box 8 boxes of damage: 4 body = 8 die -2 wound modifier = Dice pool 6 ~ 2 hits = 8 days to heal next 2 box Advances in medical technology should be represented by die pool modifiers. I don't think medical tech should be accounted for in the base test. I can't assume my characters will have access to a doc. I don't want to use the healing system in SR3 because... Well it's not SR4 mostly. It's a whole different rules mechanic. Despite my objections to this current version I'm not ready to quit or start throwing chunks of it away. I'd argue that a -3 diepool modifier does not mean that the adventure is over. I see no reason that a player who screwed up and got his character hurt should only have to deal with that injury for a couple of days. I want to encourage thoughtfullness and good tactical play. (otherwize I'd play d20 something.) Thanks for your comment. |
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Jan 6 2007, 06:14 AM
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#4
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Moving Target ![]() ![]() Group: Members Posts: 548 Joined: 21-December 06 Member No.: 10,416 |
So you did. That'll teach me not be posting when I should be asleep. I see it more clearly with your second explanation. Looks like it would work to me and be even more reason to have a mage with Heal along. Your right though about wounds being a way to teach characters to think things through and be more careful. |
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Jan 6 2007, 08:11 AM
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#5
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Moving Target ![]() ![]() Group: Members Posts: 777 Joined: 22-November 06 Member No.: 9,934 |
not everytime someone gets hurt did he/she screw up |
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Jan 6 2007, 11:28 AM
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#6
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Moving Target ![]() ![]() Group: Members Posts: 393 Joined: 20-June 06 Member No.: 8,754 |
I agree that heal rates are a little silly from a realism standpoint, but I rationalize it as the awakening of the world triggered quicker rates of healing coupled with advances in technology. Increasing healing time could potentially make the game unplayable, or least not very fun. Suppose your character gets knocked unconscious with physical damage and you roll poorly, or have a low enough body that it takes months to recover. Do you just miss game sessions while the other players go on another run? Or does your team wait until you're healed and lose all of the money you've earned paying for lifestyle and medical expenses?
I houserule that characters need medical attention or magical healing before they can recover from a large enough bullet wound (to remove the bullet) by resting. Anything more than that is way too gritty for my taste. |
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Jan 6 2007, 12:23 PM
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#7
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,468 Joined: 5-December 06 From: Somewhere in the Flooding, CalFree Member No.: 10,215 |
Actually, your math is off by a bit. You do not apply wound modifiers to healing tests if you are doing natural healing, because you are simply resting. Wound modifiers are for strenous actions, where you wounds would get in the way. If you are lying in bed resting, your wounds aren't getting in the way of that. With 10 boxes and a Body of 4 with an interval equal to the boxes in days per test then: Test 1: Body + Body: 8 Dice= 2.4 Successes, let's just say two: After 10 days he is at 8 boxes Test 2: 8 Dice= 2.4 Successes, this one will be 3: After 8 more days he is at 5 boxes Test 3: Another 2.4 Successes, ok 2 again: Five more days, he is at 3 Boxes Test 4: This time 3 successes: 3 more days and he is 0 boxes, fully healed. So it should take approximately 26 days to heal 10 boxes (deadly) with a Body of 4. I too am in favor of this method, as it is a bit more realistic. Also it shouldn't take this long in game to heal anyways, becasue with any sort of medical care along with the bed rest, as either the person resting could do a Medicine test on themselves (this includes situational mods and wound mods) to increase the number of healing dice they roll for their healing extended test by the nuber of hits they got on the Medicine test. Although Medicine can only be applied once, the hits from the test apply to all subsequent healing tests for that set of wounds. It can also be combined with magical healing and/or First Aid if they were applied. So really, though it would take about a month to heal a deadly wound if you just had bed rest, it will most likely take quite a bit less if you any medical procedures or anyone you know knows any medical procedures. |
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Jan 6 2007, 06:05 PM
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#8
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,206 Joined: 9-July 06 From: Fresno, CA Member No.: 8,856 |
Were is the rule for this, please? I am only aware of Damage Resistance Teats being exempt from wound penalties, and I'm interested in where you got that from. |
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Jan 6 2007, 06:22 PM
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#9
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Moving Target ![]() ![]() Group: Members Posts: 266 Joined: 16-April 02 From: DC Member No.: 2,605 |
I found the new rules on healing times to be ridiculous too and came up with a similar houserule. Although if you strictly use the healing modification table on pg 244 it makes it more reasonable.
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Jan 6 2007, 08:26 PM
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#10
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panda! ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 |
only using part of the healing rules and then complain that the rules are broken (or whatever) is like personally removing the engine of a car and complaining to the maker that the car is broken... |
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Jan 6 2007, 08:39 PM
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#11
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Moving Target ![]() ![]() Group: Members Posts: 906 Joined: 16-October 06 Member No.: 9,630 |
If you look under the healing examples the wound modifers aren't factored in. Just look at the stun example Fatima, a mage, is jumped by Huanis goons and badly beaten, sustaining 8 boxes of Stun damage (ouch). She decides to rest for an hour at a nearby friend’s telesma shop. Her player rolls 4 (Body) + 5 (Willpower), and gets three hits. Three boxes of Stun damage are healed, leaving her with five yet to heal. She’s not in the greatest shape, but she should be able to stumble home to finish healing. There should have been a -2 for wound modifers factored into the healing test but there wasn't. |
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Jan 6 2007, 08:48 PM
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#12
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,526 Joined: 9-April 06 From: McGuire AFB, NJ Member No.: 8,445 |
I dont belive damage mods should be used on natural healing tests either.
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Jan 6 2007, 08:53 PM
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#13
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,206 Joined: 9-July 06 From: Fresno, CA Member No.: 8,856 |
So the question I guess is: Is that a mistake that should be noted in the Errata thread? The section on wound modifiers:
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Jan 6 2007, 08:54 PM
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#14
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Great, I'm a Dragon... ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 |
It may be a houserule, but our group never takes wound modifiers into healing tests. |
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Jan 6 2007, 09:25 PM
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#15
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Moving Target ![]() ![]() Group: Members Posts: 906 Joined: 16-October 06 Member No.: 9,630 |
Read your own quote it says nearlly all tests execpt for resistence tests. Not all tests execpt for.. |
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Jan 6 2007, 10:19 PM
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#16
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Great, I'm a Dragon... ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 |
Well, could be written clearlier...
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Jan 6 2007, 10:37 PM
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#17
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Moving Target ![]() ![]() Group: Members Posts: 393 Joined: 20-June 06 Member No.: 8,754 |
Mine doesn't either. I always thought this was RAW... So what are you supposed to do when your wound modifiers are greater than your dice pool? Suppose both your stun and physical tracks are filled in, giving you -6 modifiers, but you only have 3 will/body. Do you stay permanently injured until someone puts a bandaid on you? |
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Jan 6 2007, 10:44 PM
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#18
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panda! ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 |
it could be that your group have moved over from SR3, where it was a defined rule...
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Jan 6 2007, 10:46 PM
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#19
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,206 Joined: 9-July 06 From: Fresno, CA Member No.: 8,856 |
ShadowDragin: I think thats even a good approximation of reality. At a certain point you will basically only be able to get better if you're cared for/hospitalized or very lucky (use edge).
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Jan 6 2007, 10:50 PM
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#20
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Great, I'm a Dragon... ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 |
Possible, yes. |
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Jan 6 2007, 11:11 PM
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#21
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,468 Joined: 5-December 06 From: Somewhere in the Flooding, CalFree Member No.: 10,215 |
It also isn't factored into the First Aid healing example either. I don't know exactly about the wound mods applying to everything except resistance tests (yes I looked up the section in the BBB) but I think it applies to all tests done in combat and any strenuos tests afterwards. It specifically says that a character applies wound mods if he is applying medicine to himself in the Medicine section, but that is the only instance I can see in the whole Healing section that references wound modifiers in the process of healing. I think that is the only time they actually apply in the process. |
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Jan 7 2007, 02:11 AM
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#22
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,206 Joined: 9-July 06 From: Fresno, CA Member No.: 8,856 |
Well, the First Aid example you don't know how damaged if at all Rosy Fatima's friend is. So any claim to the effect of ignoring wound modifiers in that case is unfounded.
As far as the wound modifiers affecting everything except resistance is your parrenthetical implying you looked up the section I mentioned above, because it says nothing of combat or strenuousness, so I fail to see where that is used as a determining factor. |
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Jan 7 2007, 07:32 AM
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#23
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Moving Target ![]() ![]() Group: Members Posts: 393 Joined: 20-June 06 Member No.: 8,754 |
Lets hope it's defined more clearly in the errata.
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Jan 11 2007, 04:31 AM
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#24
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Moving Target ![]() ![]() Group: Members Posts: 490 Joined: 29-August 06 From: Texas Member No.: 9,245 |
I know that this is a little off topic, but how much faster is the heal spell anyway? I had always assumed its pretty much an instant fix, but now they say it takes a little while.
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Jan 11 2007, 05:24 AM
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#25
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Old Man of the North ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 10,584 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 |
Hmmm... I think I should keep abreast of the rules. Are these 'accessories' to appear in Augmentation? |
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