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"It's not that bad" - Location

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4 hours ago, damnkid3 said:

When the player is using it from a distance or with our a good look,  let him.  But increase the difficulty,  give set backs and or upgrades.

The Dr. Is across the yard and can see that Billy was shot and yells over.  It's ok, walk it off.

Upgrade the difficulty since he is far away and can truly see the injury.

Add set backs since Billy knows that he can't see it accurately.

Upgrade the check he told me this  last time and I was pissing blood for a week. 

Or let him use the ability but change the skill from medicine to deception,  since he is really just lying at this point. 

Possible suggestions.

Do that if you want to devalue a 25 point talent. As many have already said.

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1 hour ago, Daeglan said:

Do that if you want to devalue a 25 point talent. As many have already said.

So does that mean if it was a 5 point talent you would or may do this add more bad dice?  The cost of the talent shouldn't modify how it is handled.

Modifying negative dice are a game mechanic to represent challenges to the base action, so I don't know why you would be opposed to apply them to a talent.

If everyone was under water and tried to use the talent then it would be more difficult on a clear day on land.  So you would upgrade the difficulty or add setbacks.  

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Posted (edited)
1 hour ago, damnkid3 said:

So does that mean if it was a 5 point talent you would or may do this add more bad dice?  The cost of the talent shouldn't modify how it is handled.

Modifying negative dice are a game mechanic to represent challenges to the base action, so I don't know why you would be opposed to apply them to a talent.

If everyone was under water and tried to use the talent then it would be more difficult on a clear day on land.  So you would upgrade the difficulty or add setbacks.  

You are modifying the bad dice in a way that does not fit the talent. The talent does not call for inspecting the wound or interact with the character in anyway. It is an out of turn incidental that retcons a crit out of existance. So i dont see line of sight, etc as being relavent. So making the check harder comes off as kind of anti player. I have to wonder why are you so desperate to get a crit on your players character? I mean it is a single crit in a session. 

 

Maybe not act like you were robbed? Let the player be awesome? I mean they did spend a significant xp investment it get the ability once a seasion. Why mess with that? 

Edited by Daeglan

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16 hours ago, damnkid3 said:

If everyone was under water and tried to use the talent then it would be more difficult on a clear day on land.  So you would upgrade the difficulty or add setbacks.  

If I were unwater it would be more difficult for me not to have a serious injury when I thought I did?

 

What?

 

The Talent is that a character who thought they had a Critical Injury does not, in fact, have a Critical Injury. This is determined as an out-of-turn incidental. I don't know what you think this Talent does, but it's not harder for me to not be injured in the dark, underwater or when a distance from a doctor.

 

I could see adding setback dice based on the Severity of the Crit. Like, if I'm hit by a Turbolaser it probably IS that bad.

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4 hours ago, RLogue177 said:

Maybe the second edition version will say to flip a Destiny point instead of making a Medicine check.

That does seem more appropriate since it doesn't really seem like the character is using actual medical expertise when it uses the talent.

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I submitted this to ask a dev and just got response from Sam. I'll be posting it in the dev response but figured it made sense to post here first. 

 

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The talent does not have a listed range, and therefore it can be used at any range. However, the character with the talent must be in the same encounter as the target, and the GM is perfectly within their rights to put reasonable limitations on the talent (such as requiring the target to be able to hear and communicate with the character, for example)

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