Zero Successes on Healing Test, What happens when you get none. |
Zero Successes on Healing Test, What happens when you get none. |
Feb 18 2004, 04:32 AM
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#1
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Not So Great Dragon Group: Dumpshocked Posts: 59 Joined: 17-February 04 Member No.: 6,087 |
I am kind of new to Shadowrun and I have a question on healing damage. What happens if the character gets no successes on the healing test? Does he not heal for the base time for the damage level, or does he heal the one level in that base time? Could anyone point me to the rule for this?
Thanks Bit_Buckethead |
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Feb 18 2004, 04:35 AM
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#2
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Runner Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
If you are referring to the natural healing test (Body vs. TN based on damage, measured mostly in days), a total failure takes double the base time.
So a light physical wound, total failure (but not rule of 1) will take 2 days to heal. |
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Feb 18 2004, 04:42 AM
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#3
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
I don't know the canon rule off-hand, but I would think that a failed Healing test would result in no healing, with the added bonus of +2 to the Healer's TN to try again.
Incidently, A Biotech test is one of the only rolls my character, Fortune ever botched. This resulted in one dead troll, and a very pissed-off Johnson. :D Edit: I assumed the poster was refering to a Biotech/First Aid test. |
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Feb 18 2004, 05:13 AM
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#4
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Manus Celer Dei Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Is there a doctor in the house? ...that isn't Fortune, that is?
;) ~J |
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Feb 18 2004, 05:45 AM
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#5
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Not So Great Dragon Group: Dumpshocked Posts: 59 Joined: 17-February 04 Member No.: 6,087 |
Whoops, sorry should have been more specific. Sometimes having my head in a bit bucket has it's disadvantages. The rolls to which I am referring to are pages 126-127 of SR3.
The first is the test under "Healing Stun Damage" on page 126. I know that most people don't fail this roll under most conditions but if you have Serious Stun damage and Serious Physical Damage the roll is an 8 (2 + 3 (Serious Stun) + 3 (Serious Physical)). This can sometimes make it hard for a Magic User to heal stun damage quickly. The second is under the "Stages of Healing" on page 127. Thanks again, Bit_Buckethead |
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Feb 18 2004, 05:48 AM
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#6
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
magic can't heal stun damage; otherwise, drain wouldn't suck.
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Feb 18 2004, 10:30 AM
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#7
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Shooting Target Group: Members Posts: 1,965 Joined: 26-February 02 From: Edinburgh, Scotland Member No.: 2,032 |
Not only can magic not heal stun, it can't heal Drain at-all so magic can't heal physical drain either. As for the roll bit_buckethead is talking about: I can't see anything about expending doubble the base time on a failure, so I'd just say that the base time (IE: 1 hour for a box of stun) is taken and they need to roll again IE: A willpower 5 character has 6 boxes of stun and 6 boxes of physical, On his first test to heal stun damage, he rolls: 1,3,3,5,7 1 hour passes and he still feels like drek. On his second test to heal stun damage, he rolls: 1,2,4,9,17 After another 30 minutes (1 hour 30 in total) he heals his first box of stun. And mis-reading of the day by me:
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Feb 18 2004, 08:38 PM
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#8
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Senior GM Group: Dumpshocked Posts: 1,406 Joined: 12-April 03 From: Redmond, WA Member No.: 4,442 |
bit_bucket, as I read the natural recovery from Stun Damage (p. 126 "Healing Stun Damage) and the natural recovery from Physical Damage (p. 127 "Stages of Healing"), I interpret for both of them that zero successes means that the base time passes without any improvement in the character's condition. With one success they recover the specified amount in the base time, more successes shortens the time. Either way they can then spend additional time and roll again.
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Feb 18 2004, 09:20 PM
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#9
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
for physical damage, if you fail the roll, you won't heal without medical attention (SR3 pg 127, first para, second sentence).
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Feb 19 2004, 12:25 AM
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#10
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Senior GM Group: Dumpshocked Posts: 1,406 Joined: 12-April 03 From: Redmond, WA Member No.: 4,442 |
Yes, mfb, good point. The character does have to succeed with that Body test (first paragraph p. 127) before getting any rolls to determine the rate of healing ("Stages of Healing", same page). Failure on that first test indicates the character can't heal on his own at all.
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Feb 19 2004, 12:31 AM
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#11
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
i would probably allow the character to make another healing test after medical attention has brought their damage down by at least one level. for instance, you're at S damage, and fail your healing test. the doc patches you up some, bringing you to M damage. from there, i'd allow another check.
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Feb 19 2004, 12:36 AM
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#12
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Manus Celer Dei Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Gotta hate it when those light pistol wounds get infected...
~J |
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Feb 19 2004, 01:38 AM
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#13
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
indeed.
you know, bioware and attribute stress from overly long healing periods would be an interesting rule. of course, in SR, 'overly long' would be anything longer than 3 days for an S wound. |
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Feb 19 2004, 02:05 AM
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#14
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Moving Target Group: Members Posts: 675 Joined: 26-February 02 From: Seattle Member No.: 2,034 |
If you want to be a hardass you could say that 0 sucesses and you have to resist (currentboxes)currentwoundlevel damage, or something like that.
Got to have rules to produce long lingering deaths for those survivalist type campaigns. :) |
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Feb 19 2004, 02:22 AM
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#15
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Moving Target Group: Members Posts: 101 Joined: 22-October 03 From: Marianna Member No.: 5,753 |
Definatly take the enviroment into consideration to determine if it gets infected with some strange shit.
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Feb 21 2004, 02:42 AM
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#16
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Not So Great Dragon Group: Dumpshocked Posts: 59 Joined: 17-February 04 Member No.: 6,087 |
OK, let me see if I have this straight. If I get anything wrong please let me know. I am going to use as an example what happened last game.
Now, I have mage named Victor who though a combination of spell casting and being on the receiving end of a high velocity round accrued a total of 6 points of Stun damage and 6 points of Physical damage. Now Victor has a Body of 3 and a Willpower of 6, but Victor is not feeling too well after the run. His teammates decide that they need to get Victor to the local shadow clinic and the friendly Street Doc. Now, Victor could cast a Force 4 heal upon himself, but is not really feeling up to the casting. One reason is the target number. (TN 10 ((10-6 Essence) +3 for Serious Stun +3 for Serious Physical)). Next is the possibility of taking more damage from drain. (Drain 2S) Finally, use of a heal spell will prevent the street doc from using Biotech on Victor. Fortunately, the Shadow Clinic is not too far away, and Victor makes it to the shadow clinic within the required hour. Unfortunately, for poor Victor the Street Doc fails his Biotech roll. (TN: 10 (8 for the Serious wound, +2 for patient being Awakened and +0 for a Body of 1-3)) Now, Victor decides that he is still too tired to cast a Heal spell on himself and decides to rest and recover his Stun Damage. The target number to recover the first point of Stun damage is 8. (Base of 2 + 3 for Serious Stun +3 for Serious Physical). The target number for the next 3 points of Stun is 7. (Base of 2 +2 for Moderate Stun +3 for Serious Physical) And the target number for the last 2 points is 6. (Base of 2 +1 for Light Stun + 3 for Serious Physical. Victor decides to rest and recover all of his stun damage before trying to cast a Heal on himself. The next morning, (6 hours later) Victor has recovered all of the Stun Damage and decides to cast Force 4 Heal upon himself. (TN: 7 (10-6 Essence +3 for Serious Physical) Drain: 2S) Victor’s luck is running true to form and he fails to get any successes on the Healing test and to top it all off he takes Light Stun damage from Drain. Now Victor needs to make the roll on the Wound Table to see if he needs medical attention to heal. (TN: 6) Victor rolls his 3 Body dice and doesn’t even come close to getting a 6. So it looks like Victor is going to be spending some time in the shadow clinic. Victor is now stuck trying to roll a TN of 9 (Base of 8 for Serious Wound +2 for being Awakened +0 for Body of 1-3 -1 for Willpower of 6) with 3 dice to heal from Serious to Moderate. Unfortunately, this is a hard roll and Victor has already failed it twice. So far spending 40 days in the clinic at a cost of 20200 :nuyen: . (40 x 500 :nuyen: per day for Hospitalization + 200 :nuyen: for Paramedic first aid for serious wounds) Now is there anyway to reduce the target number or speed the healing process? Thanks for your time and input. Bit_Buckethead |
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Feb 21 2004, 02:53 AM
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#17
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Beetle Eater Group: Dumpshocked Posts: 4,797 Joined: 3-June 02 From: Oblivion City Member No.: 2,826 |
IIRC, It is too late for First Aid when he goes to the hospital, so he wouldn't pay that :nuyen: 200 :D
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Feb 21 2004, 03:30 AM
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#18
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
I believe there are bonuses to that roll from being in a hospital or clinic, which he is.
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Feb 21 2004, 03:35 AM
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#19
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Beetle Eater Group: Dumpshocked Posts: 4,797 Joined: 3-June 02 From: Oblivion City Member No.: 2,826 |
I think those rules are in Man & Machine though, not the Core Book.
I can't figure out how Victor got no success against target number 7. Might as well use most of the Spell Pool for casting since Stun is easy to heal and maxed at Serious in this case. He must have been throwing eight dice at least, right? |
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Feb 21 2004, 03:45 AM
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#20
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Not So Great Dragon Group: Dumpshocked Posts: 59 Joined: 17-February 04 Member No.: 6,087 |
Victor was using 11 dice on the heal, (Sorcery/Spellcasting [5/7] and 4 Spell Pool) but 10 ones and a 4 doesn't get the job done. I have seen worse our decker critical failed with 13.
Bit_Buckethead |
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Feb 21 2004, 03:56 AM
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#21
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Beetle Eater Group: Dumpshocked Posts: 4,797 Joined: 3-June 02 From: Oblivion City Member No.: 2,826 |
Ouch. I guess 20K is cheap for not geeking yourself.
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Feb 21 2004, 07:11 AM
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#22
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Senior GM Group: Dumpshocked Posts: 1,406 Joined: 12-April 03 From: Redmond, WA Member No.: 4,442 |
After Victor's wounds are reduced from Serious to Moderate, I'd allow a new Body roll to determine if he can recover the rest of the way on his own. If his Body will handle it, Victor can recover from a Moderate wound on his own if he's got a Middle Lifestyle. This may save him several thousand nuyen.
One final point. The book says "Successful use of either [Treat or Heal spells] precludes the use of additional healing or treating spells..." (SR3.127). With this wording, it appears that unsuccessful use of a Treat or Heal does not preclude trying again. Many gaming groups will play otherwise, however. |
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