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Re: [DL] Questions [John]
Hey there,
I'm gonna flag this for John's attention, in case he missed it. And offer
a few suggestions of my own.
At 04:13 PM 1/24/00 +0000, you wrote:
>Just played my first real adventure yesterday and a few points came up.
>I would greatly appreciate any feedback.
>
>1. What are the difficulty modifiers for stopping bleeding? One of the
>bad guys got his arm maimed and we couldn't find the difficulties
>anywhere.
Well - it says that the heal wind just takes a few minutes and a TN of 3 -
so that might cover the bleedin' thing.
But if you want a more detailed system - I would use a simple 3/5/7
difficulty to stop bleeding properly. (Serious/Critical/Maimed)
respectively.
Anyone can slap on a tournaquet for a TN of 3 to temporarily stop any
bleeding in the limbs. Note - if the tournaquet is removed, the bleeding
starts right up, and if the tournaquet stays on for too long, the limb may
suffer permanent damage. Length of time should be based on the PC's Vigor.
>
>2. How long does surgery take? (see arm above)
This would be a sliding scale - anything from a few minutes to several
hours. Assume several hours if the Surgery skill has to be used. (Raises
on the roll may reduce the time.)
>3. I know from the new player's guide that if a blessed fails lay on
>hands he takes the wound himself. Is that right? It seems really severe
>to me. And if the blessed does take the maimed arm as the example above
>could it heal naturally or is it useless forever?
The Blessed IIRC only suffers the wound penalties of the injured area while
trying to heal it as he feels the pain. Normally a blessed doesn't
actually take the wounds unless he goes bust on the roll.
>4. When you are getting a rifle ready to fire(two action cards needed)
>do you need to use two consecutive cards? for example I used one card
>from round one, used Test of faith as my first action in round two and
>fired the rifle as the second action in round two. Is that legal?
No, things that take two actions to resolve must take the actions
sequentially. And weapon speeds are no longer in the game - they were
removed in the 2nd ed. Generally, double actions pistols now have a RoF of
2, single action pistols have a RoF of 1 and can be fanned, rifles and
shotguns have a RoF of 1.
>5. I know that when you reach negative wind equal to your origional wind
>you take an additional wound to the guts. But how long does it take to
>take another wound to the guts? We thought you would have the victim
>take another wound every time the bleeding or additional damage reached
>another negative multiple of his origional wind. In other words if a
>cowpoke had an origional 16 wind he would take an additional wound to
>the guts at negative 16, 32, 48 and so on. Is that right?
You got it right - multiples of the original wind.
-------------------
Allan Seyberth
darious@darious.com
Why did the chicken cross the road?
Aristotle:
To actualize its potential.