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Post by Neros on Jun 11, 2017 10:46:21 GMT -5
Aaah, similar is the key word. Didn't see it, sorry about that -.-' ... Yes, using it as a guideline for the pricing is a good idea. But nice work on using options and advantages on Valerie to simulate specific effects, instead of inventing new options for healing Really like her "Life Field"-theme. I think I would prefer Medical and Mutant/Magical Healing to stay within the same "Area/Action". That way when players are looking through the book, they will have a easier time identifying where it is. If you guys think it would be "balanced", we can try and add a Intelligence bonus to the Medical Healing. That way, besides equipment, Medical Healing would have another advantage over Mutant/Magical Healing. But then I should proberbly write a section about how I see harm and damage working, encouraging the GM to use Conditions more. Otherwise, there would be no real difference between the two, except Medical Healing would be better. Updated the Main Post- Split up the Action between the two choices.
- Removed the Double Resistance aspect.
- Removed the Options. More will be added when they have been looked at.
Idea Drafts• Soothing Touch (+1 CL): [Both] Through the use of chi, pheromones or just good old practical knowledge, you can help the patient recover their energy faster. When recovering some ones energy, you restore 2 red stones instead of 1. • Harvest Pain (+1 CL): [Mutant/Magical] When you heal damage, you gain 6 energy per white stone healed. You can store a number of extra stones equal to twice you're AN, and bleeds off at a rate of 1 per Page. NOTE: Thematically, this would allow you to have a Force Blast that only works in Conjunction with Healing, essentially fiering the stored pain as a blast. And I don't think it is overpriced (maybe under), 'cause compared to Drain Energy, which is a +1, you can only gain energy this way when some one is wounded. But I don't feel like it is completly there.. No Energy bleed? Gain more energy from the healing (you have to spend 3r to heal 1 after all)? • No Healing (-1 CL): [Both] Your healing is only based on herbal knowledge, holistic healing or your power is just an energizing touch. You cannot heal Health stones. • Absorb Wounds (-2 CL): [Mutant/Magical] When you heal someone, you take the wound upon yourself. For every Health stone healed, you lose one. This absorbed damage is harder to heal (Resistance for the Healing Action is doubled and Healing Factors take double as long time). The natural healing, however, remains the same.
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Post by kito on Jun 11, 2017 20:28:39 GMT -5
for ko time idk if it would be game breaking but maby 3 stones would wake them up next panel or at the end of the panel depending on the dmg? or an advantage that wakes them up faster 1/stones a panel seems fine but if you take 4 dmg you k.o for 12 panels I think that a lot of healing to wake them up might go 1 stone 2 panels for base and some kinda advantage of if they put stones up to you durability level in one panel they wake up. call it like wake up or boxing medic.
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Post by RidiculousNinja on Jun 11, 2017 22:13:27 GMT -5
I think harvest pain should probably be a +2 atleast this is acting alot like improved drain energy and that's a +3 option that still has to get through certain defenses (I.E Touch attack).. its a good effect but far too powerful to be just a +1 especially with that plus area option id be like whhhaaaattttt 0.0 heal a whole team and have like 50 energy stored for the next panel.
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Post by leska on Jun 12, 2017 2:49:20 GMT -5
If I could put my two cents in, maybe an option for medical could be an improvised med kit? We see it all the times in movies and shows when they have to improvise a way to mend a wound or broken bone with make shift items. Could give a situational mod bonus or something. I think medical healing having a int bonus would even put the playing field vs mutant/magic healing since they can do more things than medical can, I.e restore limbs, heal wounds in an instance, etc.
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Post by Neros on Jun 12, 2017 7:36:49 GMT -5
KitoI don't want to "devalue" the K.O aspect of the game where a player can decide to cheat death... Atleast not to much But you are correct that the damage dealt should be taken into consideration with the Healing Action. Don't think the targets Durability should though. That means more durable characters would be harder to wake up, despite them being in better shape. And I think you may be calculating K.O time wrong; It is double the damage dealt. So if you would lose 4w (I will assume 10 damge was dealt), thats a K.O time of 20 panels. I can understand you feel like it isn't to interesting, but as I said: I don't want a +1 CL Action to be able to easily ignore that aspect of the game. But having a option to improve it is a good idea and we can talk about maybe changing the amount. An option that can almost remove it could definitely be a thing RidicoulusNinja
I was also thinking of a +2 in the begining, but I looked a little closer at the mechanics: Drain Energy- Spend 1 stone and gain those stones back at the end of the page.
- Drain Energy is limited by your AN/Pool and can be used every panel... As long as you have a victim, which usually isn't hard
- You can store up to double you're AN in energy
Harvest Pain- Gain energy per health healed. So if you spend 1 stone you gain none (3r = 1w). You must spend 3, 6, 9, etc. to gain the option's effect (you don't have to spend them all in the same panel)
- Harvest Pain is limited by the amount of health the target is currently missing.
- If no health stones are missing, you can't use it at all. If only little health stones are missing, it doesn't matter how much stones you invest, you can only gain energy from the missing stones.
- You are limited to storing double your AN. So to store 50 stones, you would need a Action Number of 25.
For the Area of Effect (The Fixer Bomb ), the limitations mentioned above would also apply to AoE and it itself also has its own: - You must spend extra stones for an AoE greater than 2.
- If there are targets within the Area you do not wish to affect, you must spend a stone per target.
With these limitations, lets assume you where surrounded by 50 people who all have lost 2w and you had a AN of 5 (Mutant, Harvest Pain, AoE): - Healing those white stones would cost a total of 6r
- The maximun energy you could store is 10
- To reach them all (can't imagene fitting 50 people within a Area of 2.. Maybe in a big pile? ), you have to spend extra stones.
Also, with the current suggestion; this combination would have a Cost Level of +5/+6. Do you still feel the effects are to strong or do you feel that an additional +1 is needed? IeskaPeople are very welcome to give their two cents. Its kinda why I have started posting the ideas before they go into the book I can imagine an option that allows for very improvised medkits (ignoring penalty for lacking one). But I am not sure if it would be worth a whole cost level to ignore a "sometimes" situations. That extra CL could make the Action cost 3w-5w Maybe the option could "step up" the equipment? It would allow for the scenario you described and still be useful (None: +1, tools/medicine (+2), access to a whole surgery room (+3), high-tech medical ward (+4), alien recovery chamber (+5). But I also feel that a Intelligence bonus could help even the two versions. So I am just gona go ahead and add it since it seems people agree on this.
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Post by RidiculousNinja on Jun 12, 2017 16:50:21 GMT -5
Hmmm I retract my statement then seems I missed the mark on that one. (I was exaggerating on the 50 energy thing but that would be cool. also agree with that force blast option to turn the pain and agony onto the enemy. I find these options hilarious, the more damage your buddy takes the more powerful you get =)
(question you are a medical surgeon with medical 5 and if you need to extrapolate a bullet from like the Thing or similar character with high toughness are we nit picking this as most surgery equipment wont work on such characters...and if so how would you indicate that or would we deem that as a per GM issue?)
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Post by kito on Jun 12, 2017 19:03:40 GMT -5
I thought it was 3x my mistake. went with DUR as like a means for like when superman was dying from doomsday they could not even fill his lungs up with air for CPR to try and make him breath. when it comes to superheros a lot of the time I think normal medical wont work like with Luke cage or chamber and DUR seem like the thing they might have high but was just a random grab. same as you might have toughness work vs heal or even a healing factor might make it hard to heal people.
I mostly meant for the idea that the guy with medical is not stuck for the next like 4-5 panels bleeding stones into the KO Allie because they are the only one that can help that, so u mostly met an idea where like cap is KO Dr,banner runs to cap put in 4 stones into cap for healing this start a timer of like cap will get up in 4 panels over 10 then they go back to hulk and fight again. this freeing up everyone time in combat, and not making your med guy be stuck as a heal leach during a time when an Allie is KO. just a rough idea tho.
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Post by Neros on Jun 13, 2017 4:23:27 GMT -5
RidiculousNinja"Please kind sir, hurt my friends some more" Well, since the bullet have penetrated the Thing's skin, there will be a hole. This would allow for an insertion point for the extraction of the bullet, making the process easier... Or something counter nit picking like that But MURPG doesn't do details to well. The GM is very welcome to add situational modifiers to certain situations where it would make "proper game sense" to add them. Not just because it is a very minor detail. Like someone with str 2, attacking the thing with their bare fists. Logically, they should never be able to hurt him, but with the way MURPG works, he can. Im in a mix of talking against it, and talking for it really If the GM adds a modifier for things like this, he has to be consistent with this all over the board. Otherwise, the player will end up being confused about when this rule would come up. Confused/hesitant players will lead to inactivity and a decrease in fun time. But you could increase the Resistance or maybe even add a Difficulty to the Healing based on the Toughness of then character.T The character has a Toughness of 7? Well, the Difficulty to be able to give medical aid to the character becomes 7 (from 0). Or you could say the Toughness increases the Resistance and the Material Class adds a Difficulty. KitoThat sounds like a very DC thing to do. As fare as I know, superman isn't heavier. Just tougher. So they just added that for drama/a funny thought -_-' But I understand why you want it to be like that, but as I said; I don't want to devalue this aspect of the game. I also don't think it is that bad. Lets take the 20 panel example. The doctor could spend all his effort to lower the K.O time (lets say he has a AN of 6). That basically brings it down to 13 panels of K.O time next panel (it is naturally lowered each panel as well). Next panel, he does the same; 6 panels of K.O now.. Next panel; up and ready for action. I didn't even take into consideration that we have given Medical Healing a Intelligence bonus. Not to mention 20 panels of K.O is rather high and rare. It is mostly around 8 or 12 panels for my games.
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Post by kito on Jun 13, 2017 11:26:00 GMT -5
well i'm good then. i would prob do the house rule of tuffnes=difficulty and dur=Resistance in life/death moments (for myself) but other then that I see your point and love the changes to healing it seems like an actual ability now.
if you get the chance to watch the Netflix marvel stuff night nurse does have to deal with how to heal superheros like lukecage as once there hurt normal means wont fix them. but you tuffnes D/r seems fine for me and kiss friendly.
It was not to do with his heaviness was to do with his big ass lungs for his cold breath or that he can hold his breath for like 24 hours or something hard to tell with superman he got so many powers. you can look it up tho in the death of superman its in there somewhere that they cant do CPR and stuff because he to super.
my point was not that it only takes 3 panels for him to get up it just forces you med guy to spend 3 panels just healing one guy if during this time falcon and hawk eye also get knocked out he has an even larger line of just ill be right there to heal you. as this is a new thing you are adding and there is no other way to lower knockout time i just did not want the guy who took this ability to be stuck as the white mage just in the back sending them in over and over. sure 20 panels is a bit but is it that much your talking a good attack really I would guess most boss villains can throw out 10-20 stones of dmg depending on the threat level. Ik they can doge and stuff but some people like the drama.
not saying it will happen but if it does is there a way around them being ether stuck in the healing line or being the dick who wont heal his suicidal team.
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Post by Neros on Jun 13, 2017 15:37:43 GMT -5
You can. I mean, I am probably gonna use something similar for when it is necessary. So everything Superman does is super.. Super strength, super hardiness, super breath.... Super dying But in my mind when someone gets knocked out, you gotta be tactical, change the approach.. Be creative. Especially if it is a very serious K.O. Drag the wounded to safety, distract the enemy, protect the healer, etc. Don't just sit there and try and get the patient up while the baddie is standing right next to you But to me, it kinda sounds like your problem is more with the players than the K.O rules directly. It is not the Action that forces him to sit back and be a healer, waiting for the next to fall. It is not the Action that makes the team suicidal butt-hippos, making the player a bad team player if he doesn't support them in their way of playing. I have experienced what you are talking about in other well-established systems. The healer is kinda "forced" by the other players and even the GM, to stay back and wait to heal the wounded, even though they brought it upon themselves with their behavior. It was a very non-RP group.. I quickly stopped playing with them But we can make an option where the K.O timer is lowered by 2 per stone spend or similar
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Post by kito on Jun 13, 2017 18:41:53 GMT -5
it was not for the 1 stones 2 KO panels i think 1 stone 1 panel works fine i just meant like rule or an advantage where you can only decrease ko time in half max so in the case of 20 panels ko best you med guy can do is 10 or my rough idea was that you could put stones up to there durability as like a "quick" (and possibly cheaper way) to cut them in half. so if guy A is ko for 20 panels you can put stone up to there durability to cut the time in half so if they have the durability of 4 then for only 4 stones you can cut the KO time in half (from 20-10) but most importantly it would free you to move run ect you spent only of of you action and only 4 stones then you get to run and gun some more. as i said just a rough idea i would prob make it like a +2 advantage myself and call it like combat medic but i think it need to be work on hard it barly a thought atm.
(should you add a range advantage to mutant/magical healing or could you see it possible?)
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Post by Neros on Jun 15, 2017 5:03:32 GMT -5
There is already a "Increase Range" advantage under Advantages I had an idea yesterday: How about allowing the player to further lower the K.O time by having them take a condition (increase all Resistances for x panels)?
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Post by kito on Jun 15, 2017 18:16:44 GMT -5
There is already a "Increase Range" advantage under Advantages Ik just your thought on it. I had an idea yesterday: How about allowing the player to further lower the K.O time by having them take a condition (increase all Resistances for x panels)?I don't understand what you mean and i'm already happy with the ability, so any thing you want to add is gravy with me but I don't think there is much I can do to help the effectiveness ability any more.
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Post by Neros on Jun 16, 2017 2:38:52 GMT -5
Well, my thought on it: I see no reason for why not. go for it. Give that baby some extra range so you can aid your allies from a safe distance I can even imagine it for medical healing since the increased range could be "gained" by tentacles, telekinesis and other long range manipulation powers. But If you think it is fine with the K.O, I won't dwell further into it
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Post by leska on Jun 24, 2017 6:56:15 GMT -5
If I can propose a possible option called Diagnosis. Maybe a (+2-3cl?) but allows a character to use their medical healing or magical/mutant healing to determine ailments and wounds that are afflicting a target. Like for example, let's say Captain Obvious gets hit with a dart that causes him to get knocked out and his team mate, Panacea goes to his aid. She takes the dart out and checks the wound, puting stones in her Medical Healing she decides to put it towards assessing the wound and comes to find that the dart was coated with a certain kind of poison which paralyzes the nervous system and if not taken care of soon will surely kill him. Armed with a better understanding of the poison Captain Obvious was exposed to, Panacea can now treat the poison better, gaining a situational bonus for neutralizing the toxin in his system. If she didn't have the option, Panacea would have thought that Captain Obvious was simply hit a certain way and just needed a bandaid, unknowing of the poison within him.
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