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AFDia Veteran
Joined: 09 Jun 2007 Posts: 820 Location: Austria/Vienna
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Posted: Tue Jan 10, 2012 3:40 am Post subject: Favorite version of Healing/Incapacitation rules |
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Usually, I just accept the rules and avoid houseruling, but that part of the rules has been changed many times, so perhaps some of you decided to stay with one or the other version of the rules.
I do not plan to discuss every change which has happened over the years, just the general direction the rules have been developed.
Healing:
In SWR, you roll as long as you don't fail a roll. Every remaining wound must heal naturally.
In SWEX, you can try as many times as you wish, but a result of <=1 caused a wound.
In SWD every character gets one try for every wound.
I think the most logical rule would be in the direction of "every wound can be treated once, if it fails, the wound must heal naturally". In fact the SWR ruling is nearly the same, just easier to remember and a bit harsher (if you fail the first roll, trying to heal 3 wounds, you made the other 2 "permanent" too).
The SWEX rule has the disadvantage, that the Healer edge is a must have if you want to heal 3 wounds without killing your patient and I don't like the effect of killing your friend by trying to heal him. Of course it could happen in reality too, but we are all heroes
The SWD rule sounds like it works fine, but I don't think it's really "realistic" that if the trained healer fails his roll, a guy without Healing can also try and perhaps fix the wounds. Also I don't like the factor that your chances to heal a wound increase if your party is of a bigger size.
So my conclusion is that the SWR rule was the best ruling. Easy to remember, with a certain chance of remaining wounds and it was rewarding to take the Healer edge but not that important (compared to SWEX).
Incapacitation:
I would only distinct between 2 versions:
1.) SWR where the amount of wounds which sent you to the table was important and injuries were only permanent if you fail your Vigor roll
2.) All tables afterwards which basically require to roll Vigor to see if you survive.
I have tried both variants for some years, so I think I have gathered enough experience with both versions.
The advantage of the Vigor roll based tables is that it's easy to remember what to do (although you still must consult the table for the result, because it's hard to remember. After all it doesn't happen every day). Another aspect is the decision to spend the benny on the soak roll or on the inc roll. It's an interesting choice, but I am not sure if I like it.
The advantages/disadvantages (depends on your preference) of the amount-of-wounds based table are:
a.) It is important how many wounds you soak (eg: if have 2 wounds and suffer 4, there is still a reason to spend the benny to soak, because the 4+ result is harsher than the other ones).
b.) If a plane crashes and you take many wounds (eg: 10), your chances to survive are minimal. You have nearly no chance to soak all of them and you don't have a Vigor roll afterwards to spend your bennies
c.) You suffer injuries more often than with the other table (this is at least my experience) and you have the tension if it's permanent when your roll your Vigor. Of course the other table also has this kind of tension because the roll is about living or dying.
d.) Hard to Kill is still important to avoid permanent injuries (which can at least cost one advantage of an attribute), but not that important.
I think these are the most important differences.
I have not made a final decision which table type is better, but I think I prefer the wounds-based table. Mainly because of the fact that the amount of wounds matter (taking 50 dmg or taking 20 should be different in any way, even if both blows are deadly) and because Hard to Kill is not that important.
What do you think about these rules? Perhaps I have overlooked some important facts.
Of course it would also be interesting to hear from Clint why the rules have changed so many times *hint*  |
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Cutter XXIII Legendary

Joined: 27 Sep 2005 Posts: 2758 Location: I dwell in the Village of Rock, MD
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Posted: Tue Jan 10, 2012 7:59 am Post subject: Re: Favorite version of Healing/Incapacitation rules |
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| AFDia wrote: | | The SWD rule sounds like it works fine, but I don't think it's really "realistic" that if the trained healer fails his roll, a guy without Healing can also try and perhaps fix the wounds. |
It's also not "realistic" that a character with Climbing d4-2 could use Bennies to scale a mountain, but it's entirely possible in the game. About as improbable as the untrained guy Healing wounds (d4-5 for an Incapacitated patient), but possible.
| AFDia wrote: | | b.) If a plane crashes and you take many wounds (eg: 10), your chances to survive are minimal. You have nearly no chance to soak all of them and you don't have a Vigor roll afterwards to spend your bennies. |
But what if it's not an airplane crash, just a single stab from a rusty dagger wielded by an Extra? Under SWR rules, one exploding die can mean instant death with no recourse for a Wild Card. I'm thinking many people deemed this rule not very fun. So the addition of the Vigor roll and streamlining of the rules was meant to achieve the best balance of fast, furious, fun while remaining deadly enough to keep it essentially Savage.
I'm sure Clint can speak to the nuances, but in essence it was a question of what Shane, Clint, and the rest of the PEG staff thought worked best in a game, in the context of the overall ruleset.
In my opinion, SWD brings back what was good about SWR, but keeps the good stuff (Vigor roll) from SWEX. I wasn't sold at first, but I think it's the best balance between instant death/character recourse we've done so far. _________________ Matthew Cutter
Deadlands Big Bug (Brand Manager)
Pinnacle Entertainment Group, Inc. |
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Sushi Novice
Joined: 23 Jan 2011 Posts: 91
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Posted: Tue Jan 10, 2012 1:13 pm Post subject: Re: Favorite version of Healing/Incapacitation rules |
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| AFDia wrote: |
The SWD rule sounds like it works fine, but I don't think it's really "realistic" that if the trained healer fails his roll, a guy without Healing can also try and perhaps fix the wounds. Also I don't like the factor that your chances to heal a wound increase if your party is of a bigger size.
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Solution: houserule that if you have no healing skill at all, a badly failed attempt (a total roll of 1 or less) CAN aggravate wounds. This allows the untrained to attempt healing... but they've got a pretty good chance of making things worse through ignorance (especially on the heavily wounded). |
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Tavis Veteran
Joined: 27 Aug 2007 Posts: 983 Location: Macclesfield UK
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Posted: Tue Jan 10, 2012 1:58 pm Post subject: |
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Also remember it is the GM's call as to whether or not an unskilled roll can be made in the first place.
If you, as GM, feel that it is unrealistic for an unskilled healer to be able to be effective where a skilled healer was not, then they aren't allowed to make the roll in the first place. _________________ Currently Playing:
SWD: 50 Fathoms (GM) |
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AFDia Veteran
Joined: 09 Jun 2007 Posts: 820 Location: Austria/Vienna
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Posted: Tue Jan 10, 2012 2:23 pm Post subject: Re: Favorite version of Healing/Incapacitation rules |
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| Cutter XXIII wrote: | | AFDia wrote: | | The SWD rule sounds like it works fine, but I don't think it's really "realistic" that if the trained healer fails his roll, a guy without Healing can also try and perhaps fix the wounds. |
It's also not "realistic" that a character with Climbing d4-2 could use Bennies to scale a mountain, but it's entirely possible in the game. About as improbable as the untrained guy Healing wounds (d4-5 for an Incapacitated patient), but possible.
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You're right. Perhaps my description was wrong.
I'm just not happy with the fact that more people mathematically result in a better healing chance. It's contrary to the saying "Too many cooks spoil the broth."
I'm not saying it's a bad rule. In fact I like it more than the SWEX rule, because dying from a failed healing attempt isn't funny, but I think the SWR was still a bit better, because the role of the Healer was clearly defined and used (like "Hey john come over here we have an injured man" instead of "Hey guys let's see if anyone of us can fix this. Yes stranger I'm also talking to you!" )
@Sushi: I guess thats equal to disallowing Healing rolls for unskilled healers. Who would try to heal even one wound if he has d4-3 and inflicts a wound on a <=1?
| Cutter XXIII wrote: |
| AFDia wrote: | | b.) If a plane crashes and you take many wounds (eg: 10), your chances to survive are minimal. You have nearly no chance to soak all of them and you don't have a Vigor roll afterwards to spend your bennies. |
But what if it's not an airplane crash, just a single stab from a rusty dagger wielded by an Extra? Under SWR rules, one exploding die can mean instant death with no recourse for a Wild Card. I'm thinking many people deemed this rule not very fun. So the addition of the Vigor roll and streamlining of the rules was meant to achieve the best balance of fast, furious, fun while remaining deadly enough to keep it essentially Savage.
I'm sure Clint can speak to the nuances, but in essence it was a question of what Shane, Clint, and the rest of the PEG staff thought worked best in a game, in the context of the overall ruleset.
In my opinion, SWD brings back what was good about SWR, but keeps the good stuff (Vigor roll) from SWEX. I wasn't sold at first, but I think it's the best balance between instant death/character recourse we've done so far. |
I'm not sure if the new table is in general less deadly than the SWR one.
In SWR an attack which inflicts 2 wounds cannot even kill you. Only an incapacitating strike which does 3+ wounds is deadlier than in SWD.
My point was that in some situations which should be deadly (taking much damage from one single hit), it's more deadly of course.
Perhaps I like the SWR table more, because the chance to suffer permanent injuries (every inc hit with 2+ damage) is higher than in SWD (only if you fail the Vigor roll but still survive), and I like it if an ongoing campaign leaves some marks on the characters.  |
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SavageGamerGirl Heroic

Joined: 24 Oct 2010 Posts: 1257
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Posted: Tue Jan 10, 2012 4:16 pm Post subject: |
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My players usually make sure we have a good healer in the group, so thus far I've never had to make use of the natural healing rules.
I don't have the SWD yet, so please keep that in mind.
My house rule is that Wound penalties do not apply to rolls on the Incapacitation table. In order to make the Hard to Kill edge useful again, in this version the HtK edge gives you a +2 bonus on rolls on the Incap table.
It's worked so far, and in spot of how 'soft' that may seem, I've still had player characters die. It's been working well for my group thus far, but I'll have to revisit it once I get SWD and get a better understanding of the new Incap rules. _________________ 'But I don't want to go among mad people,' Alice remarked.
'Oh, you can't help that,' said the Cat: 'we're all mad here.'
The Order of the Dice... OF DOOM! |
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Clash957 Seasoned

Joined: 04 Jul 2010 Posts: 227 Location: Tacoma, WA
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Posted: Wed Jan 11, 2012 4:34 pm Post subject: |
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I like the Deluxe rules just fine.
I never though the ‘Golden Hour’ would be critical until this last game. The poor group of Wanderers (Solomon Kane) learned how incapacitation, healing, and natural healing works this last session. They were on the island of the City of Whispers stalking Harlow Hobbs and his hounds. To keep their camp hidden they didn’t keep a fire and third watch missed the crocodiles surrounding them with a surprise round. Everyone was hurt and most of them were incapacitated. The sorceress failed her Spellcasting roll for the first time as well. One of the players even remarked, “Better not die here to some crocs, after everything we faced before.” That’s Savage Worlds. You can battle an army of undead, a pack of dingoneks, a band of slavers, and even a ghost made of blood only to be defeated by an ambush of crocodiles. _________________ Playing: Deadlands Noir, Planescape via D&D 4th ed
Running: Nothing at the moment |
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Nevereverend Novice

Joined: 22 Jan 2009 Posts: 30 Location: Connecticut, USA
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Posted: Wed Jan 11, 2012 5:31 pm Post subject: |
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In both cases I prefer the older rules from SWR, in theory. However, knowing quite well the chaos exploding dice can create, I'm more apt to use the current incapacitation rules in the games I run. They are consistent, easy to remember, easy to apply, and work well enough.
I sometimes have to remind myself that Savage Worlds is not the game I play to get my simulationist groove on... It's the game I play to jump right into the story and the action. A good GM can always handwave or house rule any added realism that might be needed. _________________ A Bunch of Savages |
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Lord Lance Heroic

Joined: 23 Jul 2008 Posts: 1406 Location: Vicenza, Italy
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Posted: Wed Jan 11, 2012 5:48 pm Post subject: |
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I think the biggest part of the whole thing is the new "SWD forced incapacitation" (so if you take the 4th wound, you ARE incapacitated even if you roll a raise on the Vigor roll).
This heavily twist the game, in 2 ways:
- In a superhero game, you cannot play an instoppable character, that MUST be mindcontrolled / imprisoned / launched in the orbit, 'cause they CAN'T beat you to the ground.
- If you "miss" the golden hour, you have to walk around "useless" for your group for an infinite time... 5 days of incapacitation!!! This "kills" the mood of almost every setting, every game, but the grittier ones. _________________ "Balance is the key, Trapping is the word." - - Lord Lance
Proud creator of the SAVAGE FREE BESTIARY |
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77IM Heroic

Joined: 23 Jun 2009 Posts: 1591 Location: Austin, TX
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Posted: Thu Jan 12, 2012 12:35 am Post subject: |
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I greatly prefer the SWD incapacitation rules to the SWR and SWEX (any printing). Because in SWD:
1. You're unlikely to die right away. Instant death isn't much fun.
2. You're pretty likely to die in subsequent rounds, unless an ally stabilizes you. This adds drama and tension which is fun, gives PCs a reason to cooperate, etc.
3. You're incapacitated at 4 wounds; people with insanely high Vigor and the right edges can't become "unkillable" without some sort of special ability.
-- 77IM _________________ Stuff I made: Arcane Abilities · Talent Edge · Savage Fading Suns · Savage Wuxia! |
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canology Seasoned

Joined: 08 Apr 2008 Posts: 136
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Posted: Thu Jan 12, 2012 12:53 am Post subject: |
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I like the incapacitation rules in Solomon Kane. It mostly gets rid of the "shot by a tank and lived" situation.  |
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AFDia Veteran
Joined: 09 Jun 2007 Posts: 820 Location: Austria/Vienna
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Posted: Sat Jan 14, 2012 5:23 pm Post subject: |
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| canology wrote: | I like the incapacitation rules in Solomon Kane. It mostly gets rid of the "shot by a tank and lived" situation.  |
They are the same as the SWR rules, I think.
Once I played in a SK campaign where we used the SWEX rules (a raise on the Vigor roll means that you are only shaken with 3 wounds).
Hard to Kill + being in Righteous Rage can be very hard to beat for the enemies. You are nearly unkillable.
Basically this was a similar problem as in NE where you could create a character with a huge Vigor bonus who will be unkillable (except if he rolls snake eyes and has no bennies left), but that "problem" got fixed in the SWD table. |
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