Joined: 04 May 2006 Posts: 435 Location: Tennessee
Posted: Tue Oct 14, 2008 2:49 pm Post subject: Consecutive Days and healing
My continuing Deadlands game got started on Saturday and the players got badly beaten by a Vicious Harrowed and his gang. One dead, one incapacitated, one with 3 wounds and shaken. The Harrowed grabbed his injured gang members and left the scene. It was dang near a TPK.
Now, the set-up is that each session is one of eight consecutive days. This makes healing a little dicey.
My plan was to allow them to wake up at the Doc's with either a wound or a fatigue level. If they made it through the day without incurring any more damage that would be gone by the next day.
The wound is the obvious choice, but looking at examples from movies and TV, maybe a fatigue level is the way to go. It still gives them a penalty for getting their clocks cleaned, but they don't start one strike closer to dead.
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Joined: 11 Jun 2006 Posts: 3652 Location: Monroe, Washington
Posted: Tue Oct 14, 2008 3:03 pm Post subject:
Perhaps it would have to do with how they "bit it".
Lightly wounded folks might only have a fatigue point whereas more heavily wounded folk might come back with one wound.
SteveN _________________ "We've got a blind date with destiny... and it looks like she's ordered the lobster." <The Shoveller>
Maybe a Vigor roll at the beginning of the session? Tell them the Doc gives them a +4 bonus to the roll.
A success and each raise converts a wound to a fatigue level (that can be recovered in one hour). If all the wounds are converted to Fatigue, then any additional raises start removing Fatigue levels.
Now, even with 3 wounds, they all have at least a +1 bonus to the roll, and being at the beginning of the session, they have all their starting Fate Chips to spend as well. It should be possible to get at least one raise and switch out two wounds for Fatigue (for a couple of hours) if not something better.
The neat thing would be that they could go to the Doc each day for his surgical expertise and help, and then when you want to ramp up the tension... kill the Doc.
Maybe he has an assistant they meet to begin with who isn't nearly as sharp and really only works "on some of the critters in town." They might still get the roll, but the +4 bonus from the Doc would be gone. _________________ Clint Black
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