Damage, Healing and Stat Mod Loss.

Discuss the Traveller RPG and its many settings
Marachai
Weasel
Posts: 49
Joined: Mon Jan 28, 2008 12:43 pm

Damage, Healing and Stat Mod Loss.

Postby Marachai » Sun Feb 01, 2009 12:25 pm

Hi All :)

I have a question and I need to know if I am applying the rules as written from the main book.

I understand the progression of damage as a person takes it. Start with their END, then moving on to either Str or Dex as the player decides.

Although I haven't found a rule saying so (Though I may has missed it) , I assume as a stat comes down its DM changes based on its new damaged score. So, using END as an example, if it started as a 9 but took 5 pts of damage it would drop to a 4, then it would go from giving the player a +1 DM to a -1 DM on all END tasks ?

Assuming the above is true, and that all damage is first taken from END, before other stats, when it comes time to healing up I assume that means the damaged END DM is used with the healing rules ?

So natural healing would be 1d6 + END DM for a restful day. So a Char taken to 0 END would be 1d6 - 3.

So this pretty much would mean any seriously wounded char will have a -3 per day heal as its set to his END DM only ?

Is this how it works, or am I wrong to apply the DM based on damaged stat value ? :)

Thanks for any help and advice offered.
blackblood_uk
Cub
Posts: 6
Joined: Mon Nov 24, 2008 9:52 am

Postby blackblood_uk » Sun Feb 01, 2009 1:28 pm

Yep i think your right, as in the book i believe it does state that a charcter could die if left in a bad way without some form of healing, medical or auto doc
Alexander Cecil
Weasel
Posts: 32
Joined: Sat Aug 09, 2008 9:00 pm

Postby Alexander Cecil » Mon Feb 02, 2009 5:15 pm

My players have become painfully aware of this, as the one autodoc on the ship isn't quite enough to deal with the damage they received in a nasty set of encounters with combat drones and reprogrammed repair drones. While some are getting healed, others are slowly bleeding out from a lack of adequate medical care.

I like a system where serious wounds can fester and turn gangrenous. :twisted:
phild
Mongoose
Posts: 155
Joined: Wed Dec 03, 2008 9:28 pm
Location: London, Ingerland

Postby phild » Fri Feb 06, 2009 9:47 am

I read this just the other day, but didn't consider your point.

My thoughts are that the stat does decline for all skill use purposes, but for the purposes of healing I would use the original END Dm - the assumption underlying the rule being that fit and health people heal that bit quicker (but also, they have that little bit further to go to get to be fully healed, which lessens the benefit somewhat).
qstor
Banded Mongoose
Posts: 320
Joined: Fri Dec 26, 2003 10:54 pm
Location: Maryland
Contact:

Postby qstor » Mon Feb 09, 2009 2:13 am

This came up in our game today tooo. We decided to use the END modifier after applying damage.

Mike
"Hate is baggage. Life's too short to go around pissed off all the time" Edward Furlong - American History X
alex_greene
Cosmic Mongoose
Posts: 3787
Joined: Sun Dec 21, 2008 11:29 pm
Location: UK
Contact:

Postby alex_greene » Mon Feb 09, 2009 2:40 am

Now you know why you need skilled Medics.

And also why they do get somewhat tetchy when the same faces turn up, week in, week out, each time with yet another set of impressive wounds for them to patch up.
Board moderator. Product List [DriveThruRPG]: Blood Path [Legend]; Cosmopolite [Traveller]; Castrobancla [Traveller]
GypsyComet
Duck-Billed Mongoose
Posts: 2169
Joined: Tue Nov 13, 2007 4:09 am

Postby GypsyComet » Mon Feb 09, 2009 6:09 am

I could actually see doing it both ways. If you are badly injured and alone with little to no trauma experience or equipment, your adjusted END score is going to be used for some or all recovery checks. What a good medkit, personal training, or an attending physician is giving you is the opportunity to use your native END instead.

Some injuries and diseases will, of course, change the rule...

"A sucking chest wound is nature's way of telling you to SLOW DOWN!"
qstor
Banded Mongoose
Posts: 320
Joined: Fri Dec 26, 2003 10:54 pm
Location: Maryland
Contact:

Postby qstor » Mon Feb 09, 2009 4:52 pm

I was the GM.

I just ruled that since PC was given first aid then taken to a hospital and given a shot of medical slow drug; then resting while in jump for a week, they were fine even with a -5 modifier to Endurance.

Mike
"Hate is baggage. Life's too short to go around pissed off all the time" Edward Furlong - American History X
phild
Mongoose
Posts: 155
Joined: Wed Dec 03, 2008 9:28 pm
Location: London, Ingerland

Postby phild » Mon Feb 09, 2009 5:09 pm

It's clear actually, the rule applies to adjusted END (emphasis mine):

p 74 "A seriously wounded character only regains characteristic points equal to his Endurance DM per day of rest, which means that the character may never heal naturally and will even get worse if his Endurance DM is currently negative"

I'm not sure I really like this, as it suggests that the most seriously injured people all heal at exactly the same rate to begin with. And of all the characteristic, END counts for the least at the minute. So go with whatever suits you game, I guess.
AKAramis
Greater Spotted Mongoose
Posts: 1440
Joined: Fri Aug 25, 2006 5:57 am
Location: Eagle River, Alaska, USA
Contact:

Postby AKAramis » Tue Feb 10, 2009 6:15 am

phild wrote:It's clear actually, the rule applies to adjusted END (emphasis mine):

p 74 "A seriously wounded character only regains characteristic points equal to his Endurance DM per day of rest, which means that the character may never heal naturally and will even get worse if his Endurance DM is currently negative"

I'm not sure I really like this, as it suggests that the most seriously injured people all heal at exactly the same rate to begin with. And of all the characteristic, END counts for the least at the minute. So go with whatever suits you game, I guess.
Worse, End is the first stat damaged in MGT...
-AKAramis
==================================================
Never catch a tiger by the tail...
... unless it is sedated or dead.
==================================================
http://aramis.hostman.us
Infojunky
Duck-Billed Mongoose
Posts: 2202
Joined: Sun May 11, 2008 10:19 pm
Location: North of Center California

Postby Infojunky » Tue Feb 10, 2009 7:57 am

GypsyComet wrote:I could actually see doing it both ways. If you are badly injured and alone with little to no trauma experience or equipment, your adjusted END score is going to be used for some or all recovery checks. What a good medkit, personal training, or an attending physician is giving you is the opportunity to use your native END instead.

Some injuries and diseases will, of course, change the rule...

"A sucking chest wound is nature's way of telling you to SLOW DOWN!"
For the record, for my games I haven't decide on this issue yet.....
Evyn
Woas
Mongoose
Posts: 180
Joined: Sun Oct 05, 2008 4:54 am
Location: Upsate New York
Contact:

Postby Woas » Tue Feb 10, 2009 2:54 pm

Personally, for me and the way I game I love 'death spiral' damage systems. It really makes combat something a player should think hard about an ask themselves, "Is this worth risking the character's life over?"

But yes, from my understanding of the rules phild posted above the OP is correct in assuming that a character uses their new, lower stat when checking recovery.
Lord of the Thunder please be my guide;
before and after my last ride;
I'll be your Soldier serving the light;
riding forever alive and proud.
Klaus Kipling
Lesser Spotted Mongoose
Posts: 594
Joined: Sat Sep 08, 2007 6:13 pm

Postby Klaus Kipling » Tue Feb 10, 2009 10:58 pm

It would be wise to reduce END damage first with the first aid check, to reduce the penalty.

Seriously wounded means all characteristics have taken damage. That's pretty messed up.

First aid roll goes on END. Only as you get through the critical phase does your natural fitness come into play (as End goes up to Max). Then possible bonuses to healing..

Pretty realistic for such a simple system, if you ask me.
In the end, we're all dead.
MrUkpyr
Mongoose
Posts: 119
Joined: Mon Nov 10, 2008 3:41 pm
Location: Nebraska USA

Postby MrUkpyr » Wed Feb 11, 2009 2:33 pm

GypsyComet wrote:I could actually see doing it both ways. If you are badly injured and alone with little to no trauma experience or equipment, your adjusted END score is going to be used for some or all recovery checks. What a good medkit, personal training, or an attending physician is giving you is the opportunity to use your native END instead.
I rather like this idea, and will be using it in my game.

Medic-2+ OR TL13+ medkit OR Autodoc = native END
none of the above = adjusted END

It really gives the players a good reason to maintain their equipment and take good care of their doctor, and also gives a small reward to the doctor for having focused on doctoring stuff in the first place.

Who is online

Users browsing this forum: GamingGlen, Google [Bot] and 11 guests