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Sayburr
Healing:

A character with 4 body took all of the physical damage he could take and went into a coma:

Healing Process as I understand it.

Blocks of damage = 10 with -3 modifier
Dice to roll are Bod x2 ( 8 ) -3 or five dice

Runner is in hospital +0

Assume one success every 5 dice rolled.

End of run
Blocks of dmg = 10 with -3 mod = five dice to roll on day 1

Day 1 got one success and recovered one block
Blocks of dmg = 9 with -3 mod = five dice to roll

Day 2 got one success and recovered one block
Blocks of dmg = 8 with -2 mod = six dice to roll

Day 3 got one success and recovered one block
(one die above 5 rolled)
Blocks of dmg = 7 with -2 mod = six dice to roll

Day 4 got one success and recovered one block
(two dice above 5 rolled)
Blocks of dmg = 6 with -2 mod = six dice to roll

Day 5 got one successes and recovered one block
(three dice above 5 rolled)
Blocks of dmg = 5 with -1 mod = seven dice to roll

Day 6 got two success and recovered two blocks
(the three dice from the above rolls and the two above 5 from your seven die pool = 5 total extra dice for an additional success)
Blocks of dmg = 3 with -1 mod = seven dice to roll

Day 7 got one success and recovered one block
(two dice above 5 rolled)
Blocks of dmg = 2 with 0 mod = eight dice to roll

Day 8 got two success and recovered fully

Day 9 - back in the shadows.

Of course, this assumes the runner has a SIN and can be admitted to the hospital for zero mods, that a doctor is NOT using medicine skill to shorten the stay, and assumes no glitches.

Using med kits and just being indoors will make the need for the hospital moot since you can easily heal at home.

Is this how you read the healing rules?
Dashifen
Looks pretty good according to the rules. Healing is much faster in SR4 than SR3, especially considering the lack of any translation of the damage and healing rules from M&M. Granted, those might show up eventually but for now there have been a few house rules bandied about. The two I recall are:
  • The number of boxes of physical damage represents a threshold for an extended test to heal that box. Thus, with 10 boxes of physical wounds you make an Extended Body+Body Test (10, 1 day). When you succeed that test you heal that box of damage. Then, repeat until you're healed.
  • A survivable wound that causes 8 boxes of damage in one hit is a critical wound of some kind. Gamemaster comes up with the wound. (i.e. broken leg, arm chopped off, liver falling out, you get the idea). These wounds require hospitalization to heal. Thus, accumulated smaller wounds can still be healed with bed rest and chicken soup but a critical wound needs a trained doctor (with Medicine) and a Medical facility. You stay in the hospital for a number of days equal to an Extended Body+Body Test with a threshold equal to the number of boxes in the critical wound and an interval of 1 day.

I assume the number 8 was chosen because even a body 1 character has 9 boxes, thus a wound of 8 would be pretty critical. And a Troll's maximum body is 15, thus not even a Troll could survive more than 1 critical wound.

My own variant on the latter idea is that the damage isn't actually healed by the hospital visit. Only after the 2-4 (on average) days in the hospital does the damage start to heal as per the normal rules in the book. This adds on a little bit of time to the heal. Further, I've added that I as a GM can choose to effect the character in other ways. A busted leg might mean your Agility and Reaction are at a -1 until you raise that back up with karma. Harsh, yes, but this represents the "left-over" time that you need to regain mobility and flexibility in the limb damage. Cyberware damage can easily be applied as well.

And, you can add negative flaws, too. Hacker takes a 8+ hit from Black IC and lives? Give her a scortched flaw vegm.gif

I think I remember someone else mentioning too that critical wounds like this could require First Aid to stabalize other wise you risk further damage (i.e compounding a fracture).
Sayburr
QUOTE
The number of boxes of physical damage represents a threshold for an extended test to heal that box. Thus, with 10 boxes of physical wounds you make an Extended Body+Body Test (10, 1 day). When you succeed that test you heal that box of damage. Then, repeat until you're healed.



That is an idea, but, and forgive me if my grasp of the rules is not intact yet, wouldn't that mean it would take the character sample above ten days to heal one block? That one seems too long...

But, then again, add in the use of a doctor boosting hits and med kits and such it might be reasonable. I have not played a sesson yet by the rules so some playtesting will have to be done by my group and I before we make any house rules.

9 days with a coma type wound in the future may be about right with stem cell research and dna mapping that even a good med kit can do for you.
blakkie
QUOTE (Dashifen @ Sep 14 2005, 08:25 AM)

  • The number of boxes of physical damage represents a threshold for an extended test to heal that box.  Thus, with 10 boxes of physical wounds you make an Extended Body+Body Test (10, 1 day).  When you succeed that test you heal that box of damage.  Then, repeat until you're healed.

Sayburr's post however shows how that could be a berry, berry bad thing. It took 8 days to finish the 10 hits, and that was with picking up extra dice as he healed up. Using that house rule he could have been out for a couple months or more of game time as the number of rolls made would start translating to a high risk of Glitching along the way.

Over a week stay is already a lot, although admittedly he only paid for bare minimum hospital care options and rolled poorly. Still that's a lot of rolls to have a CG on, and if they burned their Edge up just getting home they have no way to avoid the 1d3 damage if the dice frown on them. That could turn a gaming annoyance into new character time. Dieing at home in bed choking to death on your own phlemball? I just don't see that as a fitting into the game i'd like to be playing.....not that it wouldn't be funny as hell to bug the player about it for years to come. biggrin.gif


QUOTE
Using med kits and just being indoors will make the need for the hospital moot since you can easily heal at home.


It reads that way, though i'd say it is somewhat open to whether or not the [concious] patient can hook it up to themselves or treat themselves. I'd be inclined to have them make a Medicine check just to hook it up, with no chance of the patient tending to themself. Your GM may vary.

P.S. You definately want to use a medkit though when at home, being without one would have you rolling 1 die. Just as likely to CG, taking another 1d3 boxes, as not before you heal to 8 boxes. From there you'd be really humped because the chance of CG actually goes up slightly from 1 dice to with 2 dice (16.6% at 1 die, +19% with 2 dice) and you have to get 3 hits before you get your 3rd die.
Rotbart van Dainig
Well, as Medkits in SR4 can 'operate' by themselves and even allow remote control, they seem to be Nanotech at least.
Fortune
QUOTE (Rotbart van Dainig)
Well, as Medkits in SR4 can 'operate' by themselves and even allow remote control, they seem to be Nanotech at least.

Much the same as the Savior Advanced Medkit in SR3.
Pelaka
I think the healing would be much faster then that. First off, lets assume that first aid is used (the a teammate or in the hospital's emergancy ward). The first aid test just has a threadshold of 2... its difficulty isn't based on the severity of the wound at all. A doctor in an emergency ward would probably be rolling 9-12 dice (3-4 stat, 3-4 skill and a 3-4 medkit). This should take off 1-2 hits right off the bat. Possibly it could take off even more depending how you interpet the "one set of wounds" rule. Does that mean that he can take 1-2 hits off each of the 3 gunshots? Or just once becasue they all happened in the same fight?

Second, if you are getting hostpital stay, then you should be able to assume you are also getting the benefits of a medkit and a doctor. That should be giving you some extra dice to roll. After all this, you should be able to get out in 4-5 days.

With access to magic it becomes even easier. Once again, the "one set of wounds" interpretation becomes critical... but even if all the wounds are treated as one set it is fairly easy for a mage to heal 3-4 boxes of damage without overcasting. If you can heal each shot separately you can get they guy back on his feet in a few hours. You can only heal a set of wounds once... but there is nothing to stop you (that I can see) in healing them a day or two after the fight when you aren't worried about drain.

Pel
Sayburr
That is quite true. Lets assume Hospital Stat with a Doc helping each day with 3 medical and 3 logic while using a 4 med unit for 10 dice giving two successes each day:

Assume one success every 5 dice rolled.

End of run
Blocks of dmg = 10 with -3 mod = five dice to roll on day 1 with +2 successes from Dr for a total of 7.

Day 1 got one success and recovered one block +2
Blocks of dmg = 9 with -3 mod = five + 2 dice to roll

Day 2 got one success and recovered one block +4
Blocks of dmg = 8 with -2 mod = six + two dice to roll

Day 3 got two success and recovered two blocks +2
Blocks of dmg = 7 with -2 mod = six + two dice to roll

Day 4 got two success and recovered two blocks +0
Blocks of dmg = 6 with -2 mod = six + two dice

Day 5 got one success and recovered one blocks +3
Blocks of dmg = 5 with -1 mod = seven + two dice

Day 6 got two success and recovered two blocks +2
Blocks of dmg = 3 with -1 mod = seven + two dice

Day 7 got two success and recovered two blocks +1
Blocks of dmg = 1 with -0 mod = eight + two dice

Day 8 got two successes and recovered one block
Blocks of dmg = 0

Day 9 back on the street.


Really, nothing changed, maybe my dice rolling logic is broken. This too, assumes no glitches.


To me a set of wounds would be what ever damage was taken inbetween healings.
Runner gets shot for three blocks, heals two blocks with first aid. That runner will still have one block that can not be healed later with first aid, but can be healed with med.

but, let me ask this. If a set of wounds can only be healed once and the Dr glitches on a check, is this a new set of wounds making the wounds he was trying to heal an old set that can't have a med check on?
milspec
QUOTE (Sayburr)
Assume one success every 5 dice rolled.
...
Really, nothing changed, maybe my dice rolling logic is broken.  This too, assumes no glitches.

Most people say that a hit on a 5 or 6 means one success every 3 dice. Which changes your numbers a bit.

milspec
Sayburr
QUOTE (milspec)
Most people say that a hit on a 5 or 6 means one success every 3 dice.  Which changes your numbers a bit.

Really? I figured I would have to roll 5 dice to get a 5 or a 6, three seems low to me, but that could be right. That would have a HUGE impact.

But, I assumed if you rolled six dice you would get each number one time on average so you would have to roll five dice to get a 5 or 6 to come up each time.

That is the same logic that says, "If a die is rolled 18 times, how many times is the number 2 expected to come up?" The easiest way to look at this problem is to realize that each number on the dice has an equal chance of coming up. Therefore if you roll the dice 6 times each number will come up once. So if you roll the dice 3 times as often then each number should come up three times as often. So the answer in this case is 3.

So, I believe 5 dice rolled is a reasonable assumption to get a 5 or a 6. Not sure about that three number. But then again, I am not a mathematician.
snowRaven
Rolling 6 dice you should have an average of two hits, since on average any given number has a 1 in 6 chance of appearing on each die. (Just as in your 18 dice example of the 2 appearing 3 times).

On 3 dice, you will acheive one hit with either a 5 OR a 6, and since each has a 1 in 6 chance of appearing on each die, you'll statistically get 1 of them if you roll three times.

An easier way to look at it:

Change the numbers on the die as follows: 1 and 2 both become 1, 3 and 4 both become 2, 5 and 6 both become 3. Now what's your chance to roll a 3, since it appears twice on the die? 2 in 6, or 1 in 3.

(Yes, I know - I suck at explaining things) grinbig.gif
Sayburr
QUOTE (snowRaven)
Now what's your chance to roll a 3, since it appears twice on the die? 2 in 6, or 1 in 3.


OK, got it... thanks.
Apathy
[edit]I'm too slow
Sayburr
Runner with body of 4 took 10 boxes of damage and is at home in bed with a auto doc level 4 attached:

8 dice for body roll
-1 die for not being in hospital

Assumption is one success every 3 dice

Start
Damage Boxes = 10 with -3 on check rolling 4 dice

Day 1 rolled 1 success
Damage = 9 with -3 on check, will roll 4 dice next day.

Day 2 rolled 1 success
Damage = 8 with -2 on check, will roll 5 dice next day

Day 3 rolled 2 successes
Damage = 6 with -2 on check, will roll 5 dice next day

Day 4 rolled 2 successes
Damage = 4 with -1 on check, will roll 6 dice next day

Day 5 rolled 2 successes
Damage = 2 with 0 on check, will roll 7 dice next day

Day 6 rolled 2 successes
Damage = 0

Day 7 back on the street.

In seven days the runner can be back out on the street by staying home and having medical supplies after almost dieing?

Using 1 day Threshold of Blocks as check would take 8 days to drop 1 box and 7 days to drop second box.

Six days to drop boxes 6, 7, & 8 each for 18 days

Five days to drop boxes 3, 4, & 5 for 15 days

Five days to drop both boxes 1 & 2

Total, 119 days or 4 months

Now, add the hospital and Dr into that:
Dr has Logic of 3 and Med of 3 and an auto doc of 3 for a total of 9 dice, for 3 successes each day:

Still using Threshold but this time no penalties for being at home:

That will be 11 dice minus damage mods

Day 1 8 dice gives two successes
Day 2 8 dice + 2 gives three successes
Day 3 8 dice + 1 gives three successes
Day 4 8 dice gives two successes
Drops to 9 boxes of damage

Day 5 8+2 gives three successes
Day 6 8+1 gives three successes
Day 7 8 gives two successes
Day 8 8+2 gives three successes
Drops to 8 boxes of damage with two success left over

Day 9 9+1 gives three successes four with the one from above
Day 10 9+1 gives three successes
Day 11 9+1 gives three successes
Drops to 7 boxes with two left

Day 12 9+1 gives three successes for a 5 total
Day 13 9+1 gives three successes
Drops to 6 with one left

Day 14 9+1 gives three with one = 4
Day 15 9+1 gives three
Drops to 5 with one left

Day 16 10+1 gives three successes total of 4
Day 17 10+2 gives four successes total of 8
Drops to 4 with three left

Day 18 10 gives three successes total of 6
Drops to 3 with 2 left

Day 19 10 gives three successes for total of 5
Drops to 2 applying 5 left

Drops to 1 with three left

Drops to 0

Day 20 is back on the street.

Total of 20 Days using Threshold of Boxes plus dr in hospital. Now, that looks about right to me.

Rules as written, a runner can take all 10 blocks of damage, be carried home given meds for 7 days and can be back out on the street.

With threshold the same treatment will take 119 days, but if in the hospital it would take 20 days.

I believe I have my first house rule. Threshold is the number of boxes of damage for physical, no change to stun.


Thanks to everyone who replied, your help is greatly appreciated.
Squinky
QUOTE (Fortune)
QUOTE (Rotbart van Dainig @ Sep 15 2005, 01:03 AM)
Well, as Medkits in SR4 can 'operate' by themselves and even allow remote control, they seem to be Nanotech at least.

Much the same as the Savior Advanced Medkit in SR3.

Wow, This is really cool. I can't find where it descirbes it operating on its own in the book though, under the description in the gear section it makes no mention of this ability. Would anyone be able to point me in the right direction?
Rotbart van Dainig
p. 244 'Medkits and Autodocs': They can serve as a valuable aid to a medtech’s diagnoses or applied healing, or they can simply be hooked up to the patient and set to apply medical care automatically.
sapphire_wyvern
However, that might refer to simply dispensing antibiotics, painkillers, blood clotting agents and so on... not necessarily actually performing surgery!
Rotbart van Dainig
It might... in a world, were Nanotech is used for cosmetics and recreation?
Squinky
Thanks for the help! There is some fiction in the book that makes mention of it on page 241 also:

Squirt, the troll on the couch below her, grunted; the
technomancer’s hand movements had accidentally jostled the autodoc working on his gunshot wound.
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