Difference between revisions of "Talk:Scratch"

From RPGnet
Jump to: navigation, search
(balance between abilities)
(balance between abilities)
Line 17: Line 17:
 
Note: we don't solve our Toughness and Command issues simply by giving people more hit points, because then toughness becomes the only reason why you survive an encounter, instead of one possible reason why you survive an encounter.  
 
Note: we don't solve our Toughness and Command issues simply by giving people more hit points, because then toughness becomes the only reason why you survive an encounter, instead of one possible reason why you survive an encounter.  
  
Q: What if we had a rule for all characters (including minions) that between encounters they only heal to barely-healthy, unless they can make a detection, craftsmanship or healing roll to regenerate themselves to full HP?
+
Q: What if we had a rule for all injured or incapacitated characters (including minions) that between encounters they only heal to barely-healthy, unless they can make a detection, craftsmanship or healing roll to regenerate themselves to full HP?
  
  

Revision as of 18:18, 24 June 2011

describing abilities

The things an ability "could represent" should be text a person making a character could copy or easily paraphrase as a description of his own character's abilities if he cannot think of anything better.

Acrobatics could represent good balance, climbing, or jumping or an aptitude for maneuvering around obstacles. It can also represent using equipment which helps a character do those things.

Low levels of swimming ability could represent trained human swimming ability and natural talent. Higher levels of swimming ability could represent special equipment for maneuvering in water (like fins) or a streamlined body more suited for swimming.

Flying could represent natural, magical, psychic or artificial means of flying through the air more-or-less unrestricted. This can include fantastic jumping and running abilities that seem to defy gravity.

Healing could represent elite first aid training, injections just as adrenaline or stimulants, magical health restoration powers, healing potions, or other fantastic ways of healing people during combat.

Craftsmanship could represent mastery of high technology such as robotics or electrical engineering, more primitive forms of technology such as auto mechanics, metalworking or woodcarving, and any other technology related ability that could influence the abilities of other characters.

balance between abilities

Note: we don't solve our Toughness and Command issues simply by giving people more hit points, because then toughness becomes the only reason why you survive an encounter, instead of one possible reason why you survive an encounter.

Q: What if we had a rule for all injured or incapacitated characters (including minions) that between encounters they only heal to barely-healthy, unless they can make a detection, craftsmanship or healing roll to regenerate themselves to full HP?


Having at least 1 level of certain abilities adds extra value.

  • (~5 levels) your first attack ability doubles attack power when healthy
  • (~5 levels) healing potentially heals several points of damage
  • (~5 levels) non-flying characters can't hit flying characters with close range attacks when they evade or use a long range attack
  • (~1 level) craftsmanship versatility
  • (~1 level) your first stalking ability (surprise action)
  • (~½ level) command ability intimidate action
  • (~½ level) non-swimmers and long-range attacks can't hit character who use swimming to evade
  • (0 levels) other movement aiblities

more realistic healing options

Note: the three main scratch projects right now (TDW, HoW, Squawk 2nd Ed.) are fantasy/sci-fi with lots of explanations for "unrealistic healing." IMHO this rule may be decided on in the not-near future.--BFGalbraith 14:31, 20 June 2011 (PDT)

games without healing ability (dinosaurs and prehistoric animals)

hardcore

  • HP never goes up during combat
    • damage always represents injuries that take a long time to heal.
    • It never represents physical or psychic pain, suffocation or stunning effects that people can recover from during combat. (This could make the rule incompatible with some settings or other optional rules like skills.)
  • healing still used in combat with death rules?
    • does first aid remove the healer from combat?
      • NO, either you can use healing as a combat action or you don't use healing until hostilities stop. This is all about how you interpret the duration of combat.
        • If you insist on a very quick flow of combat without pauses for maneuvering and orientation (combat takes seconds), then there is not time in a battle to treat multiple injured allies, and it is not necessary or even appropriate to treat injured allies during combat.
        • If combat turns are more like camera shots in an action movie and clashes in a real fight, which are interrupted by pauses and maneuvers that vary in duration (combat takes minutes), there is time in a battle to treat multiple injured allies or treat an ally and then return fire at an enemy.

milder

  • you can only be healed from being incapacitated once per battle. We could give this state a name, like convalescent or wounded.
  • we could also limit each healer to healing one character form injured to healthy once per battle.

healing between battles

  • everybody heals to stamina + 1 between battles (balance and stability - game designers know you will have most of your HP when you enter a battle.)
  • make toughness roll to heal yourself to full HP
  • make healing roll for each ally to heal them to full HP

healing skills

  • special healing skills might be able to heal you when normal healing actions cannot.
  • special toughness skills might allow you to be healed more often.
  • toughness skills that help you be healed?

optional death rules

realistic or brutal games like Resilience might have death rules that add dramatic tension and character expendability.