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Post by Stormcrow on Mar 2, 2010 5:04:00 GMT
The rules explain that a character will heal 1 level of Attribute per day of full rest. Does this mean 1 level of each Attribute that has been reduced, or just 1 point per day, applied to just one Attribute at a time?
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Post by Curufea on Mar 2, 2010 21:32:55 GMT
1 level of 1 attribute per day at the barest minimum, I'd go for much longer. We are talking human beings here. I don't know about you, but if I have a cut, it takes at least a week to heal, and at least a day or two to stop being irritating. Broken bones - figure months.
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6
1st Incarnation
Posts: 4
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Post by 6 on Apr 30, 2010 21:46:31 GMT
Um, this is a tv show, not reality. Folks heal up pretty fast. Minor scrapes are better the next scene, and folks are fully healed up between episodes.
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Post by Curufea on May 3, 2010 4:18:48 GMT
When it's the Doctor and he's close to regeneration, sure. But- a) Episodes may be months apart b) There are healing devices on the TARDIS c) This is a roleplaying game not a TV show, so the GM can chose to have realism or not.
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Post by lomythica on May 18, 2010 3:18:23 GMT
It isn't that people heal quickly.. The basic question is: between episodes or sessions, is there a lot of time in between? If you're playing a highly dramatic game, then you may only 'show' the dramatic parts, and leave out the month of 'surveillance' or the month of 'laying in a hospital bed'. (i can feel a montage comin' on for the surveillance, or the bedridden individual going through physical therapy.. MONTAGE!!)
If it's a campaign, and there's no time between episodes, then you'd have to account for the loss of attributes etc. Personally, I find it fun to have to roleplay when my characters are not 'at full capacity' as much as when they're totally healed.
If you run a game where players usually start a session at 'full health', consider running a two parter with lots of challenge where they don't get to 'heal' between sessions. See how it suits you.
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Post by Curufea on May 20, 2010 0:13:17 GMT
Another consideration is how to punish your players for getting injured.
Do you want your players behaving dangerously because they know it won't impair their characters for very long, and there aren't many consequences? Or, on the other hand - do you want your players acting cautiously and being unwilling to take risks because it will impair their characters.
Somewhere between those two you need to draw the line. Mind you, it being Doctor Who, you can redraw the line at a later session.
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