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Medicine Check Houserule


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#41 Union

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Posted 08 January 2014 - 09:12 PM


Why so? It's all about framing a scene. Battles are largely battles of numbers, with lots of the action being abstracted until after the dice are rolled and the numbers accounted for. "Exhaustion" from a bar fight might easily be described as mental stress from concentrating on landing punches and avoiding hitting allies; thus, throwing a good punch or firing a straight shot could bolster one's confidence and recover that strain.

On the other side of the coin, if the GM wants to frame a scene wherein the players are tired from an extended trek out into a blasting desert or steaming jungle, he could simply state that the player's strain thresholds are lowered until they drink some water and get some rest. Doing the same thing during a battle might make sense if the players haven't slept in a long time or if they're tired from a long run, but on the regular it doesn't serve the narrative to just arbitrarily say "you can't recover strain from rolling well" without some kind of justification for that.
 

Strain is highly abstract, much more so than wounds. As such, strain is best used as a means of adding tangible flavor to different scenes by quantifying effects that otherwise don't fit easily into the rules (inclement weather, fear, lack of sleep, etc). It's not perfect, and it doesn't always immediately make sense, but with a little creativity and 3-dimensional thinking it shouldn't be that much of a problem, IMHO.

 

 

  Your idea of mental stress from concentrating on fighting is nonsensical.  It is an utterly bizarre concept divorced completely from reality.

 

  The example ways of recovering strain are... resting, relaxing and eating.  None of these have any parallel with shooting people in the face or having a light saber duel.

 

  The recover strain on advantage mechanic stinks a little of something that got tacked on as it doesn't really match the rest of the book and how it describes what strain is.  It certainly doesn't play out well by rewarding shooting a minion over a nemesis to recoup your strain and ends up feeling like many of the very worst video game fights where infinite minions spawn so the player can beat them up to recover their health.

 

  It certainly feels dumb to recover from shock gloves or pushing yourself with extra maneuvers by spending your time using those maneuvers to take the most exhausting actions possible.



#42 JonahHex

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Posted 09 January 2014 - 10:35 PM

 


Why so? It's all about framing a scene. Battles are largely battles of numbers, with lots of the action being abstracted until after the dice are rolled and the numbers accounted for. "Exhaustion" from a bar fight might easily be described as mental stress from concentrating on landing punches and avoiding hitting allies; thus, throwing a good punch or firing a straight shot could bolster one's confidence and recover that strain.

On the other side of the coin, if the GM wants to frame a scene wherein the players are tired from an extended trek out into a blasting desert or steaming jungle, he could simply state that the player's strain thresholds are lowered until they drink some water and get some rest. Doing the same thing during a battle might make sense if the players haven't slept in a long time or if they're tired from a long run, but on the regular it doesn't serve the narrative to just arbitrarily say "you can't recover strain from rolling well" without some kind of justification for that.
 

Strain is highly abstract, much more so than wounds. As such, strain is best used as a means of adding tangible flavor to different scenes by quantifying effects that otherwise don't fit easily into the rules (inclement weather, fear, lack of sleep, etc). It's not perfect, and it doesn't always immediately make sense, but with a little creativity and 3-dimensional thinking it shouldn't be that much of a problem, IMHO.

 

 

  Your idea of mental stress from concentrating on fighting is nonsensical.  It is an utterly bizarre concept divorced completely from reality.

 

Yup. Because we're talking about a Star Wars roleplaying game that's based on framing an entertaining scene rather than simulating reality.


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#43 thetodd

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Posted 10 January 2014 - 12:19 PM

I love the arguments that spawn from an imaginary abstraction of an imaginary universe. Reality doesn't have a lot of value in that context.

As for my original post, I've decided not to implement the house rule. Thanks for everyone's input.

#44 Union

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Posted 10 January 2014 - 03:04 PM

Yup. Because we're talking about a Star Wars roleplaying game that's based on framing an entertaining scene rather than simulating reality.

 

 

 

  You're welcome to provide examples of movies where someone concentrated themselves to unconsciousness, because that is exactly the silliness you're talking about.  Other than maybe some children's comedy anime, you won't be able to.  Because it's nonsensical and would make a bad movie just as it's nonsensical and makes a bad RPG.  If you want your Star Wars game to feel like Dragon Ball then play the Dragon Ball RPG.



#45 JonahHex

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Posted 10 January 2014 - 03:22 PM

 

Yup. Because we're talking about a Star Wars roleplaying game that's based on framing an entertaining scene rather than simulating reality.

 

 

 

  You're welcome to provide examples of movies where someone concentrated themselves to unconsciousness, because that is exactly the silliness you're talking about.  Other than maybe some children's comedy anime, you won't be able to.  Because it's nonsensical and would make a bad movie just as it's nonsensical and makes a bad RPG.  If you want your Star Wars game to feel like Dragon Ball then play the Dragon Ball RPG.

 

That's not what I'm talking about at all. I don't watch anime. But thanks for being so patronizing! ;) That's always a great way of getting people to understand your perspective... lol.

If you need an example of this, think about the ongoing narrative of a character in a novel going into a fight nervously but gaining confidence as they win. Or perhaps not confidence, but rather insight into future strategies (think about the Robert Downey Jr. version of Shelock Holmes if you must). Or perhaps neither of those things; maybe they enjoy some stroke of luck. Almost anything can be described as the recovery of strain if you want it to; the specifics aren't a matter of extreme importance and can change drastically from one situation to another.

Or, if you prefer, DON'T. Again, it's an abstraction and it doesn't have to be grounded in any sort of reality. Not every die roll needs to be dissected and explained, it's just a fun thing to do. If it's easier, think of strain as just another number to keep track of in battle to enhance strategy and lend some back-and-forth to various situations.

If that doesn't work, perhaps a different game, maybe...? Justsayin'. 


Edited by JonahHex, 10 January 2014 - 03:24 PM.

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#46 2P51

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Posted 10 January 2014 - 03:33 PM

 

 

Yup. Because we're talking about a Star Wars roleplaying game that's based on framing an entertaining scene rather than simulating reality.

 

 

 

  You're welcome to provide examples of movies where someone concentrated themselves to unconsciousness, because that is exactly the silliness you're talking about.  Other than maybe some children's comedy anime, you won't be able to.  Because it's nonsensical and would make a bad movie just as it's nonsensical and makes a bad RPG.  If you want your Star Wars game to feel like Dragon Ball then play the Dragon Ball RPG.

 

That's not what I'm talking about at all. I don't watch anime. But thanks for being so patronizing! ;) That's always a great way of getting people to understand your perspective... lol.

If you need an example of this, think about the ongoing narrative of a character in a novel going into a fight nervously but gaining confidence as they win. Or perhaps not confidence, but rather insight into future strategies (think about the Robert Downey Jr. version of Shelock Holmes if you must). Or perhaps neither of those things; maybe they enjoy some stroke of luck. Almost anything can be described as the recovery of strain if you want it to; the specifics aren't a matter of extreme importance and can change drastically from one situation to another.

Or, if you prefer, DON'T. Again, it's an abstraction and it doesn't have to be grounded in any sort of reality. Not every die roll needs to be dissected and explained, it's just a fun thing to do. If it's easier, think of strain as just another number to keep track of in battle to enhance strategy and lend some back-and-forth to various situations.

If that doesn't work, perhaps a different game, maybe...? Justsayin'. 

 

Or maybe it just feels good to punch someone in the face you don't like.........I've heard anyway............


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