Code Blue: A Heal Expansion [Skills Expansion]

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Code Blue: A Heal Expansion [Skills Expansion]

Post  Pingcode on Sat Aug 31, 2013 9:42 am

Code Blue: A Medical Manual for Medical Mares
Medicine has taken great leaps forwards since the dark days of the paleopony era, but even in this modern day and age there are still dozens of injuries, diseases, and other afflictions that can affect even the healthiest of ponies. This primer is aimed at both first-aiders and professional medical ponies and attempts to list some of the more common conditions that may be encountered in the field and in the clinic.

This manual covers four broad sections: Basic Skills, covering some operations all would-be healers should be familiar with, Injuries, covering common issues encountered during adventuring, Afflictions, covering common maladies that may be encountered by the medical practitioner, and Equipment, detailing a number of common and not so common tools, medications, and other supplies no doctor should be without.

Basic Skills
Basic Skills:
Triage
"It's worse than that, he's dead, Jim!" - Leonard McCoy
Triaging is the most basic skill of any first aider, and is commonly assigned to assistants and volunteers in a crisis. By passing a DC 15 Heal check taking 15 seconds, a character may determine what, if any, injuries the target is suffering from. A result of 20 or more gives a reasonably accurate estimate of how long they have, in the case of critical injuries.

First Aid
"This one heals you, fairly straightforward. When it wears out, you die. (Just kidding). Good for all night raves." - Mr. Gibbon
By taking 10 minutes and passing a DC 15 Heal check a character may maintain a critically injured creature's condition for thirty minutes, after which another check must be made. A result of 20 or better is sufficient to stabilise a creature's condition for an hour, during which no conditions decay. In no case is this a permanent solution, so treatment is essential. Further treatment options are listed in the injury entry for Critically Injured

Field Surgery
"The red thing’s connected to my wrist watch- uh oh." - Dr. Nick
Sometimes the gruesome happens, and you get something stuck in you that you would rather not remain stuck in you. A DC 30 Heal check is sufficient to safely remove the offending object without further complications. A failure by 5 or less successfully removes the offending object but carries with it the risk of infection (DC 15 Endurance to resist). A failure by more than 5 simply provides the patient with a risk of infection (see Afflictions).

In any case, the patient must succeed in a DC 30 Endurance Check or be fatigued for the next hour.

Lab Work
“Data! Data! Data! I can't make bricks without clay.” - Sherlock Holmes
Lab Work allows you to determine the properties of a sample, including any diseases, poisons, or other afflictions that may be present in the sample, with a DC of 5 less than the diagnosis DC of the affliction. Typical uses are examining a sample suspected of being poisonous or examining a blood sample from a patient. Having access to a properly stocked laboratory adds a +5 to this check. Forensic Investigation is also possible using this function of heal.


Last edited by Pingcode on Sat Aug 31, 2013 11:20 am; edited 3 times in total (Reason for editing : Added quote)
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Pingcode on Sat Aug 31, 2013 9:44 am

Injury
Injuries are the day to day bumps and bruises acquired while off on adventure, in addition to more minor conditions often acquired from carelessness and often mistaken for something more serious.

Entries in this section will follow this format:
Name: The common name of the condition
Description: A brief description of the condition
Causes: Common causes of the condition
Symptoms: The effects upon a pony suffering from this condition
Combat Effects: (Optional) The combat effects on a pony suffering from this condition. These effects are optionally provided for those Pony Handlers who wish to apply injuries as a form of combat attrition.
Treatment: Description of known ways, if any, to treat the condition, and the checks involved in treating them.
Notes: Any relevant notes for the PH.

Minor Conditions
Minor conditions are conditions typically outside the scope of a healer, but often plague travellers and the careless. Medical solutions in some cases exist, but are generally not recommended. For the Pony Handler, minor conditions are designed to be inflicted as an alternative to outright failure when failure would bring the game to a standstill - rather than completely failing to find the clue, for instance, the players might spend all day searching before it turns up and find themselves fatigued and hungry.

Minor Conditions:
Name: Hungry/Thirsty
“Howdy partner! You hungry?”
“As a horse!”
- Applejack and Soarin
Description: You must have skipped lunch, because you’re feeling pretty peckish right about now. It’s probably a good time to stop for a break, before you make a serious mistake.
Causes: High exertion, being forced to take a time consuming approach to a problem, forgetting to eat.
Symptoms: Critical failure range increased by one. (ie. 1-2 for most characters, 1-4 for character with the Derp utility talent). Prolonged Hunger/Thirst may result in collapsing from starvation/dehydration and Malnutrition (see Afflictions). Extreme cases may result in becoming Dead.
Combat Effects: No combat effects.
Treatment:
Sitting down to have a bite to eat and drinking some water is sufficient to alleviate this condition, though it’s not always practical. Ponies can generally stop for a filling (but highly embarrassing) graze in sufficiently green localities, though be warned that poisonous herbs are sometimes about.
A DC 25 Heal check is sufficient to administer hunger and thirst suppressing medications, which allows the patient to ignore the increase in critical failure range from hunger or thirst.
Notes: Recommended to be inflicted in lieu of a complete failure result on a critical skill check that would otherwise bring the game to a halt. This condition may be inflicted multiple times, representing further starvation.

Name: Fatigued
“Next time, I think I’ll just pass out written invitations.” - Pinkie Pie
Description: When you’re fatigued, you’re just not doing your best, and you should probably try to take it easy for a while. This isn’t just ‘catch your breath’, too much harder and you risk exhaustion.
Causes: Generally, trying to do too much in a short span of time without taking breaks.
Symptoms: -2 to all checks besides Endurance, risk of Exhaustion.
Combat Effects: Reduce starting pips in combat by 2 while Fatigued.
Treatment:
A DC 10 Endurance check and a good night’s rest is sufficient to remove Fatigue. Comfortable sleeping conditions provide a +5 circumstance bonus to this check.
A DC 20 Endurance check allows you to ignore the effects of fatigue for a single check, but you are afterwards Exhausted.
A DC 30 Heal check allows the administration of a powerful stimulant cocktail that allows you to ignore both Fatigue and Exhaustion for approximately one hour, after which you fall unconscious until you’ve slept off your Exhaustion.
An activation of the Loyalty harmony element power will allow you to ignore this condition for one hour.
Notes: Recommended to be inflicted in lieu of a complete failure result on a critical skill check that would otherwise bring the game to a halt.

Name: Exhausted
“HELP! YOU NEED HELP!” - Twilight Sparkle
Description: Now you’ve really pushed yourself too hard, and now you’ve exhausted yourself.
Causes: Severe overwork past the point of fatigue, applebucking for a week straight, some magical effects
Symptoms: -3 to all checks besides Endurance. Unconsciousness imminent, risk of death if pressed too much harder.
Combat Effects: All combat talents cost twice as many pips, and grant half as many pips as normal, rounding down.
Treatment:
A DC 15 Endurance check and a good night’s rest reduces the Exhausted condition to Fatigued. Comfortable sleeping conditions provide a +5 circumstance bonus to this check.
A DC 20 Endurance check and a good night’s rest removes both this condition and the Fatigued condition, if you have it.
A DC 30 Heal check allows the administration of a powerful stimulant cocktail that allows you to ignore both Fatigue and Exhaustion for approximately one hour, after which you fall unconscious until you’ve slept off your Exhaustion.
Notes: If the patient performs any severely taxing activity, or fails to rest after receiving this condition for over 24 hours, they fall unconscious on the spot until the Exhaustion condition is removed. If the patient is made to become conscious after this collapse without removing the Exhaustion condition, the next collapse results in them becoming Dead.

Name: Moody
Description: You could be angry, sad, both, any sort of severe mood. These affect your performance across the board.
Causes: Frustration, hurtful comments, waking up on the wrong side of the bed
Symptoms: You suffer a -5 to all social checks (Persuasion, Perception to read intent, etc)
Combat Effects: You may be a little more reckless than usual, but no mechanical effects.
Treatment:
Some time out and a chance to cool off, most likely with a good talk from the character’s friends is the best way to remove this condition.
A DC 20 Persuade check and an hour’s time will also remove this condition, if screen time is at a premium.
An activation of the Loyalty harmony element power will remove this condition outright, barring lingering external causes.
A DC 30 Heal check is sufficient to correctly prescribe pharmaceutical treatment, though the withdrawal can be dire if not handled appropriately. Pharmaceutical treatment removes the effect, though it quickly returns if treatment is discontinued and does not prevent recurrence.

Name: Frostbite
"Tonight's forecast: A freeze is coming!" - Victor Fries
Description: You've chilled out, and been left in the cold. Your joints have started to freeze, and you're really not having an ice day.
Causes: A failed check against DC 20 Endurance (for a typical wintery day) in below-zero (celsius) conditions (check once per hour). Colder conditions may have higher check DCs. Also powerful cold magic.
Symptoms: A -5 to physical checks, shivering. Critical failures or repeated applications cause the victim to be frozen first into a ponysicle, and then into an enormous ice cube. Prolonged exposure may preserve the victim in an iceberg.
Combat Effects: Weakened while in first stage, otherwise unable to participate in combat.
Treatment:
A DC 25 Heal check treats first stage frostbite.
Otherwise, defrosting overnight in front of a fire is sufficient. Larger blocks of ice may need more work.

Wounds
Wounds are the umbrella term for those injuries most commonly resulting from combat, and come in three tiers - Wounded, Seriously Wounded, and Critically Wounded. These three conditions act on a sliding scale, and more serious wounds supersede more minor ones. That is, a wounded pony who becomes seriously wounded would only suffer the negative effects of being seriously wounded, not both being wounded and seriously wounded. Failing to treat wounds in a timely manner can result in Infection (see Afflictions).

Wounds:
Name: Wounded
“Tell the premier I’ve been wounded!” - Soviet Conscript
Description: You’ve been hurt - and it’s a little worse than a skinned knee this time. Whether you’ve taken a bit of a bruising in a fight or you’ve managed to sprain your ankle kicking in that door, it hurts and you’re not quite at 100% anymore.
Causes: The most common cause of the wounded condition is concluding a combat in which you were brought to negative hp at least once. Other causes include failures in risky athletics or acrobatics checks.
Symptoms: -2 to checks involving gross physical movement, such as running, jumping, flying, and kicking.
Combat Symptoms: -5 to Maximum HP
Treatment:
A DC 20 Endurance check and a full day of bed rest removes this condition.
A DC 25 Endurance check allows you to ignore the effects of the Wounded injury until injured again. This check may only be attempted once after an injury.
A DC 25 Heal check and 10 minutes of work removes the condition. A critical failure causes the patient to become Seriously Wounded.

Name: Seriously Wounded
“A scratch? Your whole arm’s off!” - King Arthur
Description: It’s time to worry - you’re still walking wounded, but it won’t take much more than this to put you in real trouble. Maybe that other guy had a knife you didn’t see at first, or you’ve made a leap of faith that didn’t quite pay off. Either way, you probably don’t want to make this a habit.
Causes: Becoming comatose in combat (< -15hp), becoming Wounded when already Wounded, critically failing a risky athletics or acrobatics check.
Symptoms: -5 to checks involving gross physical movement, such as running, jumping, flying, and kicking. -2 to all other checks besides Endurance.
Combat Effects: -15 to Maximum HP.
Treatment:
A DC 30 Endurance check allows you to treat your symptoms as though you were Wounded instead of Seriously Wounded until injured again. This check may only be attempted once after an injury.
A DC 35 Heal Check and 30 minutes of work reduces the Seriously Wounded condition to Wounded. A critical failure causes the patient to become Critically Wounded.

Name: Critically Wounded
“Whoo-hoo-hoo, look who knows so much. It just so happens that your friend here is only MOSTLY dead. There's a big difference between mostly dead and all dead. Mostly dead is slightly alive.” - Miracle Max
Description: This is bad. Very bad. Death’s door is right there, and you’re knocking on it. What caused this to happen is probably immaterial now, and you’d better hope you have some good friends nearby.
Causes: Dying in combat (reaching -30hp), becoming Seriously Wounded when already Seriously Wounded.
Symptoms: -10 to all checks besides Endurance. You are additionally unconscious and may take no actions. You become Dead after 1 hour without treatment.
Combat Effects: Your maximum hp is set to 0 and you are dazed. In general you may not participate in combat except in exceptional circumstances.
Treatment:
A DC 30 Endurance check allows you to become conscious, though any strenuous activity will cause you to fall unconscious again. This check may be performed at most once every ten minutes.
A DC 20 Endurance check extends the time until death by 1 hour. This check may be performed at most once every hour.
A First Aid check taking 10 minutes extends the time until death by 30 minutes with a 15 or better, and 1 hour with a 20 or better.
A DC 30 Heal check with 10 minute’s work stabilises your condition, and prevents you from dying from your injuries for one day. The patient does not die during a stabilisation attempt, though they may die immediately afterwards if they otherwise would have and treatment was unsuccessful.
A DC 40 Heal check with 1 hour’s work successfully treats your injury, and you automatically recover to Seriously Injured after a day of bed rest. A result of 45 or better on the check gets you on your feet immediately, and you recover to Seriously Injured on the spot.

Dead
Name: Dead
Because I could not stop for Death,
He kindly stopped for me;
The carriage held but just ourselves
And Immortality.

- Emily Dickinson
Description: You’re a dead pony. And not in the mobster threat sort of way, D-E-A-D dead. Pining for the fjords. Joined the choir invisible. When tired jokes are trotted out, you’re hit with a stick.
Causes: Death.
Symptoms: You may not act while Dead, or otherwise use any sort of ability.
Combat Effects: You are unable to participate in combat while Dead. It is recommended that Pony Handlers make an exception to the combat/non-combat split for the purposes of the Dead condition, even if they are not otherwise applying conditions to combat.
Treatment: There is no known treatment for being Dead. To prove otherwise would require a miracle worker.


Last edited by Pingcode on Sat Sep 07, 2013 11:24 pm; edited 5 times in total (Reason for editing : Added frostbite)
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Pingcode on Sat Aug 31, 2013 9:45 am

Afflictions
Afflictions are a little more long term than most injuries. The afflictions category covers more specific individual malaises that may affect a pony. This runs the gamut from lameness to poison joke infection, and are primarily day to day conditions.

Entries in this section follow this format:
Name: The common name of the condition
Type: The type of affliction, if it is a poison, disease, or curse for the purposes of some abilities. If no type is given, none of the aforementioned.
Description: A brief description of the condition
Causes: Common causes of the condition
Progression: The progression through the stages of the affliction, if any.
Symptoms: The effects upon a pony suffering from this condition
Combat Effects: (Optional) Some conditions may have effects on combat
Diagnosis DC: Heal or History check DC of positively diagnosing the affliction in a sufferer. Critical failure results in an incorrect diagnosis.
Treatment: Description of known ways, if any, to treat the condition, and the checks involved in treating them.
Notes: Any relevant notes for the PH.

Standard Afflictions
These afflictions are ordinary afflictions common in the magical world of My Little Pony.

Standard Afflictions:
Name: Arcane Dyskeratia
Type: Curse
Description: Sufferers from Arcane Dyskeratia have their magical appendages damaged with black crystal shards, inhibiting magical ability.
Causes: Corrupted crystal fragments, dark magic
Progression: A DC 20 Acrobatics check may avoid the magic, but otherwise onset is immediate.
Symptoms: You are unable to use Magecraft or any Magic Point talents.
Diagnosis DC: Obvious
Treatment:
A DC 30 Heal check and an hour’s careful work with a pair of forceps removes the offending fragments and restores magical ability.
Notes: This can also be used for other forms of magic dampening affliction.

Name: Baked Bads
“No, not baked goods. Baked bads. *groan*” - Pinkie Pie
Type: Poison
Description: You’ve eaten something you shouldn’t have, and come down with a bad case of food poisoning. Common indicators include the face turning an off green hue.
Causes: Eating things you shouldn’t.
Progression: Shortly after consumption.
Symptoms: Severe difficulty doing anything but worshipping the princess of porcelain. -3 to all checks besides Endurance.
Diagnosis DC: 15
Treatment:
Passes after 1d4 hours after you’ve worked it out of your system.
A DC 20 Endurance check allows you to soldier on through.
A DC 20 Heal check is sufficient to administer a suitable purgative to get it over with sooner rather than later.

Name: Cutie Pox
“Oh no! Sacrebleu! Plus de marques de cutie! *gasp* Qu'est-ce c'est?! Je parle français?!” - Apple Bloom
Type: Curse
Description: Sufferer breaks out in cutie marks, with rapidly shifting talent that must be satisfied immediately.
Causes: Consumption of Heart’s Desire weeds, strong magic
Progression: Immediate, cycles approximately every 5 minutes.
Symptoms: Gain a random cutie mark that replaces the effects of your current mark (if any). You must immediately attempt to use that skill.
Diagnosis DC: 20
Treatment:
A DC 25 Heal check administers a dose of rare Seeds of Truth extract that immediately ends the condition, leaving the sufferer with their normal cutie mark again (if any).

Name: Equine Dysphoria
“Twilight, these girls rallied around you 'cause they saw what was in your heart. They aren't going to feel any differently about you when they find out you're a pony princess in Equestria.” - Spike
Description: Sufferers from Equine Dysphoria are difficult to detect but share the common belief that they are in fact horses, and attempt to take steps to become closer to their true form. This condition is, oddly, unique to ponies.
Causes: Hallucinogenic weeds
Progression: Immediate
Symptoms: Subject believes themselves to be a horse and attempts (in futility) to behave accordingly.
Diagnosis DC: 30
Treatment:
A DC 35 Heal or Persuade check is required to convince the patient that they are, in fact, already a horse, and that no further steps are necessary.

Name: Feather Flu
“That coughing better be from a popcorn kernel, Thunderlane.” - Rainbow Dash
Type: Disease
Description: The Feather Flu is not, as the name suggest, influenza for feathers, though feathers are a common secondary transmission vector as bacteria collects in crevices created by the wings. While in this day and age the Feather Flu only fatal to those in particularly poor health, it remains a common seasonal illness
Causes: Airborne bacteria, exposure to victim
Progression: Endurance DC 20 to resist initial infection. Two stages, first stage lasts 1d4 days before progressing to second stage. DC 15 Endurance per day.
Symptoms: Stage 1: Coughing, mild fever and headache. Stage 2: Involuntary moulting, severe fever and headache. Each failed check in the second stage imposes a -1 to Brawn and Precision checks.
Diagnosis DC: 20
Treatment:
Condition is removed after three consecutive successful DC 15 Endurance checks.
A DC 20 Heal check once per day permits patient to make a DC 15 Endurance check with a +5 bonus.

Name: Hay Fever
“What in the hay is that supposed to mean?” - Applejack
Type: Disease
Description: Sufferer expels small bushels of hay when sneezing, and has puffy eyelids. Considered a good omen amongst Earth Ponies.
Causes: Allergies
Progression: Endurance DC 20 to resist.
Symptoms: Sufferer sneezes hay everywhere, generally making a big mess.
Diagnosis DC: Obvious
Treatment:
Passes on its own when the season changes.
A DC 20 Heal check prescribes a useful anti-allergen spray that prevents sneezing while in the sufferer’s possession.

Name: Love Poison
Type: Poison
Description: You’ve been lovestruck! You’ve been poisoned! You’ve been lovestruck and poisoned!
Causes: Love Poison
Progression: You are immediately infatuated with the first pony you lock eyes with.
Symptoms: You are unable to do anything but be sickeningly lovey-dovey with the object of your affections - and woe betide anypony who stands in your way. You receive a +10 to all checks made to achieve this goal.
Diagnosis DC: 25
Treatment:
If the sufferer is prevented from looking into the eyes of the object of their affections for one hour, the condition is broken.
A DC 35 Heal check is sufficient to prepare and administer a solution that will temporarily blind a sufferer for approximately one hour.

Name: Petrification
“YOU! Just who do you think you are, going around turning others into stone?” - Fluttershy
Type: Curse
Description: As a result of exposure to cockatrice hissing, the sufferer has been turned into an inanimate statue in whichever stance they were in when attacked. A common cause of head shaking amongst medical professionals has been victims who have opted to strike poses upon realising their fate.
Causes: Cockatrice hissing
Progression: A DC 25 Endurance check slows the process to five minutes, otherwise complete stoning within thirty seconds. Successfully subduing the cockatrice, or causing it to flee during this time halts and reverses the process.
Symptoms: Sufferer is a statue of inanimate stone. While in this state, you are surprisingly durable, and it takes a minimum of a DC 35 Athletics check or equivalent to damage your form.
Combat Effects: Sufferer is a statue of inanimate stone. This confers Resist 10 to all damage, where participation in combat is appropriate, such as your allies attempting to defend you when an enemy is attempting to damage you.
Diagnosis DC: Obvious
Treatment:
A DC 25 Heal check and a 30 minute painting process with quick-dry medicinal pigments restores colour to the victim, and shortly thereafter animation. Cracking and other minor damage is irrelevant, though significant fractures or chipping may result in the victim gaining the Wounded or Seriously Wounded condition on recovery. A creature whose statue is missing chunks from the main body must be reassembled before treatment, lest they reanimate and immediately die - though a treated creature with all pieces attached may be reanimated in a Critically Wounded condition.
A DC 35 Heal or Mechanics check is required to properly reassemble and bind the creature back together if the statue has been damaged. All pieces must be present for a successful repair, and successful reassembly permits the restoration of the creature with only the wounds it had when first petrified.
A cockatrice may reverse this effect, but this is rare.

Name: Poison Joke, Domesticated
“This is hilarious! Look at all of you! We got: Hairity, Rainbow Crash, Spitty Pie, Apple Teeny, Flutterguy, and... uh... I got nothin'... Twilight Sparkle. I mean seriously, I can't even work with that.” - Spike
Type: Curse
Description: The Domesticated Joke, while technically illegal in Equestria, is popularly imported from Saddle Arabia (where it is considered a delicacy) by pranksters and nobles alike looking to spice up social functions. Much weaker than its wild cousins, its effects manifest fairly rapidly, exhibit milder symptoms, and eventually passes of its own accord if left untreated. Ordinarily harmless, some ponies with a natural susceptibility to magic suffer far more dramatic and long lasting effects - at least one stallion has suddenly found himself living the remainder of his life as a mare as a result of such a reaction.
Causes: Exposure to the leaves of Domesticated Poison Joke.
Progression: Symptoms show 1-2 hours after exposure, passes within 1-2 weeks if untreated. A DC 25 Endurance check resists the effects of Domesticated Joke, while a critical failure on the endurance check results in the victim suffering an allergic reaction, which manifests immediately and is permanent.
Symptoms: You suffer some comical and often ironic change determined by the GM - laughter tables are suitable in lieu of an ironic fate. Allergic reactions are always at minimum equivalent to a roll on the laughter table.
Diagnosis DC: 25
Treatment:
A DC 25 Heal check and three hours is sufficient to prepare a soothing herbal bath preparation, that the victim should immerse themselves in for at least thirty minutes. One batch is good for at least a dozen ponies, possibly more.
An allergic reaction is incurable without a miracle.
Notes: Effects are not limited to those listed here. Creativity is encouraged. Feral patches are suitable for campaigns in which the wild poison joke effects would be too severe.

Name: Poison Joke, Wild
“Beware! Beware you pony folk! These blue leaves are not a joke!” - Zecora
Type: Curse
Description: You should have listened to the warning - now some magical force with a bad sense of humour has decided to play a practical joke on you. You may wake to find your horn limp and spotted, or tiny, or even with an extremely deep voice.
Causes: Exposure to the leaves of Poison Joke.
Progression: Symptoms show 1 day after exposure, remain indefinitely unless treated.
Symptoms: You lose the benefits of your cutie mark or expert skill, and receive a -5 to all checks involving that skill instead. Characters without a cutie mark or expert skill instead suffer this effect to their highest skill. You may not reroll that skill for any reason.
Diagnosis DC: 30
Treatment:
A DC 25 Heal check and three hours is sufficient to prepare a soothing herbal bath preparation, that the victim should immerse themselves in for at least thirty minutes. One batch is good for at least a dozen ponies, possibly more.
Notes: This is a more serious variation of Poison Joke intended as a centrepiece of an adventure. Pony handlers are encouraged to be creative with effects, and should ideally reverse the strengths of the afflicted.

Name: Princess Syndrome
“Thank you very much, uh-huh-huh” - Princess Celestia
Type: Curse
Description: Sufferers from Princess Syndrome believe themselves to be Princess Celestia and are readily identified by their gaudy plastic jewellery, cardboard horn and wings, and ridiculous mane.
Causes: The spirit of dead royalty entering the victim’s mind and taking over.
Progression: Immediate
Symptoms: Sufferers are compelled to make themselves appear as much like Princess Celestia as possible, and to speak like Elvis, uh-huh huh.
Diagnosis DC: Obvious
Treatment:
A DC 25 Heal or Persuasion check is required to tell the sufferer how ridiculous he or she looks.
An activation of Loyalty is sufficient to remove this condition from all ponies in sight.

Name: The Trots
“Hurryhurryhurryhurryhurry! Hurry it up in there!” - Pinkie Pie
Type: Disease
Description: An unpleasant condition that causes the sufferer to be unable to stand still and instead fidget about frantically.
Causes: Consuming contaminated food or drink.
Progression: Endurance DC 20 to resist, onset 1d4 hours after infection.
Symptoms: +2 to checks to move quickly, -2 to all other checks. Contaminates touched comestibles.
Combat Effects: +1 Initiative
Diagnosis DC: 20
Treatment:
Disappears one week after infection in an otherwise healthy pony.
A DC 20 Heal check to prescribe appropriate antibiotics shortens this time to one day.

Dangerous Afflictions
This category comprises those afflictions designed for a grittier game, and may not be suitable for all games. Consider not using them for lighter campaigns.

Dangerous Afflictions:
Name: Infection
“Terminal patients to the front of the queue.” - Theme Hospital Announcer
Type: Disease
Description: Ooh, that wasn’t a great idea. A wound has been left open too long and now you’ve gotten yourself an infection. You’d better get it looked at before it gets worse.
Causes: Failed surgery, leaving a wound open for more than a day.
Progression: After a failed surgery check, after each day you remain wounded and not in clean conditions, or when you get a wound dirty (eg. falling into mud while wounded), make a DC 15 Endurance Check or gain an instance of the Infection condition. While infected, once per day make a DC 15 Endurance Check or gain another instance of the Infection condition. A result of 20 or better on the Endurance check instead removes an instance of Infection as your body fights back.
Symptoms: -2 to all checks for each instance of Infection.
Combat Effects: None.
Diagnosis DC: Obvious
Treatment:
A DC 15 instance Heal check, attempted once every 8 hours, removes one instance of Infection. The DC increases by 2 per instance of Infection on the patient.
Notes: This condition is not suitable for all games. Consider inflicting damage instead when such a serious condition is not appropriate.

Name: Lethal Poisoning
“But Pholus, drawing the arrow from a corpse, wondered that so little a thing could kill such big fellows; howbeit, it slipped from his hand and lighting on his foot killed him on the spot.” - The Labours of Heracles, Apollodorus
Type: Poison
Description: A catch-all classification for poisoning by venom, often inflicted in the head of combat but sometimes through traps or otherwise. In all cases the affliction is quite painful and potentially fatal.
Causes: Being wounded by something venomous. Commonly, inflicted as a result of suffering a poisonous ongoing damage effect
Progression: Varies. Typically, DC 20 Endurance to resist poisoning after a fight, with subsequent saves every five minutes. If any attribute reaches 0, you become Dead.
Symptoms: Varies, typically -1 to brawn per stage, though more exotic venoms may affect other attributes.
Combat Effects: You suffer Ongoing Damage 1.
Diagnosis DC: 15
Treatment:
A successful DC 20 Endurance check at any stage prevents the venom from progressing further, and attributes recover at a rate of 1 point per day.
A DC 15 Heal check taking thirty seconds treats the wound for the same effect.
A DC 25 Heal check to treat the venom (typically with antivenoms) prevents the venom from progressing further and removes all penalties within the hour.
Notes: This is a broad category and this entry represents only a common example - adjust time frames and DCs to represent milder and more severe poisons.

Name: Malnutrition
“Ponyville will be overrun with uneducated little ponies starvin’ for apples! It’ll be chaos! Chaos!” - Apple Bloom
Description: Whether it’s drought, famine or an ill advised attempt at losing weight, you’ve become weak and malnourished.
Causes: Starvation, Dehydration
Progression: Acquiring 3 or more instances of Hungry/Thirsty often results in this condition. A further 3 instances acquired after gaining this condition results in becoming Dead (see injuries).
Symptoms: -5 to all checks (Not only are you weak, but you’re unable to think straight from the hunger).
Combat Effects: You are weakened in combat while you have this condition.
Diagnosis DC: Obvious
Treatment:
A DC 25 Heal check across three days to properly supervise the recovery process, involving saline solutions and specially designed meals to help the patient recover. The patient must at no time during treatment suffer from any instances of the Hunger/Thirst affliction or progress will be reset.

Special Afflictions
The afflictions under this heading are very powerful and dramatic in their impact, and worth paying special attention to before introducing to your campaign.

Special Afflictions:
Name: Infectious Laughter
“The horror! The horror!” “It was awful!” - Roseluck and Lily Blossom
Type: Disease
Description: Be afraid. Be very afraid.
Causes: Magical imbalance in a pony embodying Laughter. Observing a sufferer using Laughter.
Progression: Immediate. A DC 20 Acrobatics or Endurance check allows you to resist infection.
Symptoms: Become immediately magic drained. Activate the Laughter power at random intervals. Seek out uninfected ponies and activate laughter in their vicinity.
Diagnosis DC: Obvious
Treatment:
A set of blinders provides a +10 bonus to checks to avoid contracting Infectious Laughter but a -5 to Perception checks. A blindfold renders you immune to contracting Infectious Laughter but imposes a -10 to Perception checks while worn.
A DC 20 Heal or Persuasion check convinces a sufferer that randomness is not equivalent to being actually amusing and removes the condition.
An activation of Loyalty is sufficient to remove this condition from all ponies in sight, though a DC 15 Persuasion check is required afterwards to avoid being called a killjoy. This solution may not be applicable in all campaigns.

Name: Lameness
“At 20% faster, I lost control and couldn’t fly for a week. With what I’m about to do… I may never fly again.” - Rainbow Dash
Description: As a result of overexertion, most likely to produce a particularly spectatular and never-seen-before effect, the sufferer has tapped out their magic - possibly for good.
Causes: Expenditure of magic points the sufferer doesn’t have.
Progression: Immediately following the event this sets in.
Symptoms: You are Magic Drained, and lose all access to any utility talents you may have used in the course of the action that resulted in becoming lamed.
Diagnosis DC: 25
Treatment:
In its milder form, this condition wears off after a week.
In its more severe form, this condition never wears off, and must be treated.
A DC 50 Heal check may prepare a powerful zap-apple based good that can re-energise a lamed pony.
Notes: This is a bit of an odd affliction, in that it’s really more a power for PCs rather than an affliction. A character may ‘borrow’ a Magic Point at the cost of suffering the mild effect. They may also suffer the more severe form to receive an automatic cutie mark critical on a check, even if they would not otherwise have the ability to score criticals on the check. Magically drained creatures may not push themselves in this way. This is by design an extremely powerful and dramatic effect that should not be used lightly - players should be aware that it is entirely possible that their character may never recover if the severe version is used, though recovery of a magical good powerful enough to restore a lamed pony may be an adventure in and of itself.

Name: Want-It-Need-It
“They're fighting over that doll!”
“That incredible, amazing doll!”
- Ponyvillians
Type: Curse
Description: It may be a golden apple, it may be a doll, it could be anything, but one fact remains - it's incredible, it's amazing... and you must have it! Discord would be proud.
Causes: Viewing a cursed object.
Progression: Acrobatics DC 25 to avert eyes in time.
Symptoms: A burning desire to acquire that object for yourself - and woe betide anypony who stands in your way.
Diagnosis DC: 25
Treatment:
A set of blinders provides a +10 bonus to checks to avoid contracting Infectious Laughter but a -5 to Perception checks. A blindfold renders you immune to being affected by Want-It-Need-It, but imposes a -10 to Perception checks while worn.
A DC 25 Heal or Persuade check on a helpless or pinned victim frees them from the effect, though re-exposure can cause a relapse.
A Loyalty activation is sufficient to end the effect on all creatures in sight.


Last edited by Pingcode on Sun Sep 01, 2013 4:54 am; edited 13 times in total (Reason for editing : Added Feather Flu and Want-it-need-it)
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Pingcode on Sat Aug 31, 2013 9:46 am

Equipment
Trained healers often carry a wide variety of medical tools and equipment, and certain locations, such as hospitals, provide advantages when treating medical conditions.

Medical Locations
When working in an appropriately outfitted location, healers receive the corresponding benefits immediately. These locations are all physical locations and are generally not miniaturisable to anything more portable than a truck-sized vehicle, and only in exceptional circumstances.

Medical Locations:
Clinic: A clinic refers to any location that acts as a stockpile of medical supplies and equipment for diagnosis and treatment purposes, including hospitals and first aid tents. Within a clinic, all Heal checks receive a +5 bonus, with particularly exceptional facilities providing greater bonuses.

Laboratory: A well stocked laboratory has all the equipment necessary to perform the analysis of samples and the preparation of medical solutions. With access to a laboratory, Heal checks to produce medications are performed at a +2 bonus, and lab work receives a +5 bonus.

Operating Theatre: An operating theatre is a sterile location stocked with tools for performing surgical procedures. Within an operating theatre, there is no risk of infection from surgery, and Heal checks to perform surgery are performed at a +2 bonus.

Patient Room: A patient room is any sterile location prepared for the long term rooming of a patient, and confers a +5 bonus to the Endurance checks of any creature residing in one.

Portable Equipment
Portable equipment is equipment that healers carry with them into the field, and can provide various miscellaneous benefits. All characters with Heal trained are assumed to carry with them a first aid kit or similar appropriate to their skill level and profession, but there are additionally other items of equipment that they may carry. Note that characters untrained in Heal that qualify for equipment may only carry one item.

Portable equipment follows the following format:
Name: The name of the equipment item
Heal Requirement: The minimum base Heal modifier to be assumed to be carrying this piece of equipment. Note that it is possible to explicitly carry a piece of equipment you are not otherwise qualified to carry but this is only possible on a case by case basis.
Description: A description of the piece of equipment
Effect: The effect of using this piece of equipment, including any check DCs.

Portable Equipment:
Name: Carriage Harness
Heal Requirement: 8
Description: A system of straps and harnesses that can be worn by a first aider to make it easier and safer for them to carry injured ponies. Includes a waterproof blanket to keep the elements and retaining loops to fit a stretcher if available. Rolls up into a small bundle for storage.
Effect: The wearer receives +5 to Athletics checks to carry helpless creatures.

Name: Field Mat
Heal Requirement: 9
Description: A rolled up sheet of ultralight waterproofed cloth enchanted to be self-sterilising. Comes with pitons and anchors for deployment on any flat surface, and ideal for treatment in the field.
Effect: Taking 10 minutes to set up a field mat and working on top of it removes the risk of infection due to environmental contamination.

Name: Stretcher
Heal Requirement: 10
Description: A collapsible-frame stretcher with bracing cords to make it easy to carry heavier patients. Slots nicely into the carriage harness, and sturdy, even if the joints sometimes creak a little. Includes restraining straps for those rough walks and flights to safety. Surprisingly compact.
Effect: Requires two stretcher bearers, take the better of the two bearers’ checks for movement related checks while carrying a patient.

Name: Scalpel
Heal Requirement: 11
Description: The surgeon’s badge of office. You have a top notch surgical steel scalpel, and the skills to use it. While it’s unfortunately too small to really effectively use it in a life or death situation, and in all honesty it doesn’t make much of a difference in practice, but it does come in handy for those delicate cuts. Well, assuming you manage to keep it sharp and clean.
Effect: 3/day use Heal in place of the normal skill for any task involving fine manipulation.

Name: Party Recipe #6
Heal Requirement: 12
Description: A viscous, multicoloured cocktail of sugar, caffeine, red bull, red dye #2, rum, zap-apple jam, and good old fashioned monosodium glutamate. Pioneered in the Inner-Manehattan night clubs, Party Recipe #6 has found acceptance in some medical circles as an emergency picker-upper.
Effect: Inject this into a helpless living creature to cause them to immediately become conscious for one hour, with a DC 30 Heal check.


Last edited by Pingcode on Sat Aug 31, 2013 7:47 pm; edited 2 times in total
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Pingcode on Sat Aug 31, 2013 9:48 am

Posting complete! Reserving a last post for any further sections necessary (probably an FAQ) and anything that needs clarification after a few rounds of editing - this is a first draft.

Frequently Asked Questions:
How do I use this expansion?
This expansion is designed to be attached to the basic skill system and supplement the short usage suggestions. No further PC investment should be necessary, besides adding new considerations to skill arrangements.

Why do some conditions have combat effects?
This is to permit DMs to inflict long term attrition where they see fit - for example, PCs getting hammered hard and gradually gaining wounded conditions and becoming less and less effective in combat.

Why the DCs?
DCs were selected keyed to a healer skill band of approximately +8-13, discounting Cutie Marks and Medicinal Training. This is in order to preserve the status of >10 attributes and Medicinal Training as optional degrees of specialisation and not cause them to become de-facto taxes. Cutie marks were neglected to preserve the viability of non-cutie-marked races as healers. This is the same reason equipment spans from 8 to 12, rather than 8 to 13, which is intended to help preserve the viability of not investing fully in Knowledge and Heal - even if this comes at the cost of the system being trivialised at extreme levels of specialisation.

Won't this unbalance Heal and Endurance and force PCs to invest in these skills?
Yes, but this is in my mind desirable - in an ideal system, all skills should be of sufficient importance to make opting not to invest in them a calculated trade-off.
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Z2 on Sat Aug 31, 2013 12:16 pm

There are some good ideas here...

While a lot of DMs like to just improvise misfortune, I like the categorisation of injuries; having rules for the specific conditions is rather helpful. 'Wounding' while apparently intended as a combat result, I like as an option to use for out of combat misfortune: if you get a boulder dropped on your face, you get wounded instead of losing [x]d[whatever] hp; so that's especially good.

The basic skills seem kind of useful as a guideline, but if you have to follow them exactly I'd say they're the part of this to remove.

Running through the conditions...

Equine Dysphoria is a little hilarious on the affliction front. Cutie Pox is a neat idea, but the problem is that players are unlikely to have, or even be able to get a seeds of truth extract. If the DC 25 is to administer what you have, then DMs would have to be careful not to wreck things - if the DC 25 cures it regardless of whether or not a seed of truth is possessed, mentioning the item seems odd. The fact that it pretty much disables extended rests is a problem as well. This one might need some modifications to be viable.

Hay fever is just... No... It's an amusing joke to write I suppose, but there is no reason anybody should ever use this...

The Poison Joke thing seems to turn the most potentially hilarious 'disease' into an UNPARALLELLEDLY DEBILITATING curse that no amount of cutesy flavor will be able to save... I'd recommend making the effects work off of some kind of tons of fun style table, or just not list any effects.

Stoning seems a bit underdone, and the 'fragrant foodstuffs' is just illogical.

With your 'dangerous afflictions' thing, it seems like the way in which they count as 'grittier' is just in the name. I'd recommend just kind of pairing them together, since the players of Pony Tales are crazy, crazy chefs armed with weaponized spice racks; and will add massive amounts of flavor to ANYTHING.

Lameness seems... interesting, but it would probably unbalance things in really awkward ways - particularly if you have a good healer.

The carry-able equipment stats might be a bit overcomplicating things, and don't seem to add too much that helps... While the medical locations are kind of irrelevant in many campaigns. Perhaps providing a way for players to make their own operating rooms in case of emergency.

Overall, it seems a bit overcomplicated for SKYPE games, at least if you try to use all the elements (likely more decent for pbp). I'm still not sure what you mean with these DC x to heal y things on all the afflictions, it seems like you'd need the item, but you also kind of imply that one doesn't?

That bit of confusion, and how very vague you are with the 'exhaustion causing death' thing aside; there doesn't seem to be very much wrong with it in concept. It does need some fine tuning, but as I said, I'll enjoy having slightly more official things to afflict my players with when misfortune occurs out of combat. I guess I shouldn't complain about extra content, but the combat form seems really off. A really combat heavy campaign could try the combat effects INSTEAD of the usual symptoms, but it still seems the slightest bit out of place.
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Zarhon on Sat Aug 31, 2013 12:39 pm

Hm, seems like a nice expansion, though it does have a number of issues:

- How do magical cures fit in with stuff, or use of Magecraft/magic in general?

- A number of cures require literal persuasion - why do they count as heal checks?

- Serious/Crippling injuries don't seem to have any explanation of how permanent injures are treated (e.g. eyeball lost from a miss-use of Mind Of It's Own, severed legs...), or whether such are possible.

- Infection doesn't seem to have any real downsides, other than skill check penalties, no matter how high the stacks go. Realistically, it would lead to worsening other effects.

- A lot of the cures require stuff that's outright impossible to do quickly, or take a long time performing, which bogs down the game in a lot of cases, or simply leaves the player unable to perform properly due to not being in a position to get cured.

- High DCs for a number of cures, especially the ones that essentially need persuasion. Coupled with the requirement for special equipment or locations to gain such numbers, if you have bad luck, makes a number of checks hard/impossible to perform and may cause a grinding halt to an adventure whilst all effort must be redirected to cure the affliction (which in some cases can't be done due to more pressing issues). How often can one perform medical skill checks between attempts?

- A lot of the cures require materials you probably have no justification to have on you (e.g. all the stuff needed for a Poison Joke bath, Cutie Pox seeds...)

- How is Stoning/petrification not a dangerous affliction? And how exactly do you apply the fragrant foodstuffs to a statue, especially if its mouth is closed?

- Infectious Laughter can and WILL be weaponized, when the PCs infect one of their own and have the infected individual go into full sight of the Big Bad's army. Twisted Evil 

- The portable medical equipment doesn't seem all that useful: Why do you need the Stretcher and scalpel?

- Out of Combat vs In-Combat effects. PC's can abuse afflictions for combat advantages (especially Hay Fever, which allows you to spam infinite amount of Hay Stacks on turn 1, due to being a free action).

- How do medical crits (failures, successes, cutie crits) interact on various skill checks?

- No "Want-It-Need-It" affliction (Smarty Pants doll)? Very Happy 
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Pingcode on Sat Aug 31, 2013 5:11 pm

Right! Time to defend my work - the fun part(?). Will stick with criticisms for now because there's a frightful lot of them.

Wall Collapser:

Z2 wrote:Equine Dysphoria is a little hilarious on the affliction front. Cutie Pox is a neat idea, but the problem is that players are unlikely to have, or even be able to get a seeds of truth extract. If the DC 25 is to administer what you have, then DMs would have to be careful not to wreck things - if the DC 25 cures it regardless of whether or not a seed of truth is possessed, mentioning the item seems odd. The fact that it pretty much disables extended rests is a problem as well. This one might need some modifications to be viable.
A fair point - in general I nominated various specific cures because of the sliding scale of 'Skill check treatment' to 'Adventure for correct treatment material', and to provide that flexibility to DMs. Plus to add flavour besides 'Here is check you heal offstage'. In a low-impact situation you'd probably have seeds in stock at a nearby hospital that you could make a run for, if it's more plot-relevant, the search for the seeds of truth and growing them may be an adventure in and of itself. While contending with Cutie Pox.

Hay fever is just... No... It's an amusing joke to write I suppose, but there is no reason anybody should ever use this...
To be fleshed out, I suppose. Though it has direct applications as a complication for a lighter hearted campaign - You've got an important meeting with the emissary from Saddle Arabia! But your lead negotiatior has come down with Hay Fever and they're arriving in fifteen minutes! Your healer can write them a prescription but you need to get to the chemist's and back before they sneeze hay all over everything and offend the important diplomats! Plus now there's hay everywhere you'll need to clean up in time!

The Poison Joke thing seems to turn the most potentially hilarious 'disease' into an UNPARALLELLEDLY DEBILITATING curse that no amount of cutesy flavor will be able to save... I'd recommend making the effects work off of some kind of tons of fun style table, or just not list any effects.
Let's be fair - it was pretty darn debilitating in its starring episode, too. Think what I'll do is shift it into special and create a 'ha ha funny' one for Standards.

Stoning seems a bit underdone, and the 'fragrant foodstuffs' is just illogical.
Magic is as magic does. Could turn it into an ointment based cure.

With your 'dangerous afflictions' thing, it seems like the way in which they count as 'grittier' is just in the name. I'd recommend just kind of pairing them together, since the players of Pony Tales are crazy, crazy chefs armed with weaponized spice racks; and will add massive amounts of flavor to ANYTHING.
In the name, and also in the more direct thematic issues - lethal poisoning, in particular, can kill a character in twenty five minutes if you're very unlucky. Might need to go back and tweak DCs, but I shuffled them off because after writing I considered them to be grittier in the sense that they're particularly punishing approaches to screwups and really very unsuited to a normal pony world setting.

Lameness seems... interesting, but it would probably unbalance things in really awkward ways - particularly if you have a good healer.
This one probably needs specific item cure clauses. I did go over things, it seems an outside possibility without significant MP burn or a min-maxed healer specialist (which can theoretically pull it off with a +20 raw, Medical Training, and a natural 20/good medical facilities). Then again, it did happen with a couple months of time skip in its comic (Rainbow Dash Mini) so making it too difficult even with a specialist seems excessive.

The carry-able equipment stats might be a bit overcomplicating things, and don't seem to add too much that helps... While the medical locations are kind of irrelevant in many campaigns. Perhaps providing a way for players to make their own operating rooms in case of emergency.
The concept of the medical locations is to create focal points for some emergencies and reasons to physically move downed PCs - by requiring movement to a fixed location to provide the necessary bonuses (still, admittedly, difficult to account for potential MP stacks and optimisation, might need a more dramatic bonus) it creates potential to hobble a PC and force a retreat.

PCs can't produce them on the spot mainly because of this previous point. Still, that's why they're set to their own section - when movement of wounded isn't an issue, using most of it is unnecessary. I didn't want to give too much in the way of power boosts, because they're still 'high skill freebies' and treading on utility territory as is.

Overall, it seems a bit overcomplicated for SKYPE games, at least if you try to use all the elements (likely more decent for pbp). I'm still not sure what you mean with these DC x to heal y things on all the afflictions, it seems like you'd need the item, but you also kind of imply that one doesn't?
Yes and no - mostly yes. This being a magical pony world, a lot of the items you could justify as carrying in the assumed medical kit, which makes the specifics mostly fluff, but others may not be as easily available and the PH is well within rights to say you don't just have it on hoof.

That bit of confusion, and how very vague you are with the 'exhaustion causing death' thing aside;
It seemed outside the scope of 'normal levels of exhaustion' - I'll throw together some rules for it, though. Seems something that in retrospect is good to formalise so everyone's on the same page risk wise.

there doesn't seem to be very much wrong with it in concept. It does need some fine tuning, but as I said, I'll enjoy having slightly more official things to afflict my players with when misfortune occurs out of combat. I guess I shouldn't complain about extra content, but the combat form seems really off. A really combat heavy campaign could try the combat effects INSTEAD of the usual symptoms, but it still seems the slightest bit out of place.
The injuries having combat effects is sort of an attempt to allow them to be used as combat attrition as well as out of combat injuries. Thanks, though! Will take into account, see if I can't tune it better.

Zarhon wrote:Hm, seems like a nice expansion, though it does have a number of issues:

- How do magical cures fit in with stuff, or use of Magecraft/magic in general?
This one I'm kind of leery about. Heal is meant to cover healing magic expertise as well as medicine (hence why it's stayed Heal rather than Medicine), plus it shares a primary attribute with Arcana, so in all honesty I'm more inclined to just say it's strictly within Heal's domain. Besides, I don't think the magic approach has ever been shown to work for anything but fixing its own screwups.

- A number of cures require literal persuasion - why do they count as heal checks?
This is a compromise on the same grounds as Magecraft not getting to heal conditions - Heal covers all treatment techniques, so presumably some psychiatric care techniques would be included.

- Serious/Crippling injuries don't seem to have any explanation of how permanent injures are treated (e.g. eyeball lost from a miss-use of Mind Of It's Own, severed legs...), or whether such are possible.
Will get back to you on this one, could be grounds for another category of injury.

- Infection doesn't seem to have any real downsides, other than skill check penalties, no matter how high the stacks go. Realistically, it would lead to worsening other effects.
Fair cop. I was writing it when I had it in my head that 'Death by infection' was a viable 'standard' affliction, so it's on the mild side. Will give it another look.

- A lot of the cures require stuff that's outright impossible to do quickly, or take a long time performing, which bogs down the game in a lot of cases, or simply leaves the player unable to perform properly due to not being in a position to get cured.
This is, to an extent, as intended - I consider that any condition that can be trivially removed in the field without any time/effort opportunity cost is a waste of space, because it won't actually be a hurdle in play or a meaningful choice.

- High DCs for a number of cures, especially the ones that essentially need persuasion. Coupled with the requirement for special equipment or locations to gain such numbers, if you have bad luck, makes a number of checks hard/impossible to perform and may cause a grinding halt to an adventure whilst all effort must be redirected to cure the affliction (which in some cases can't be done due to more pressing issues). How often can one perform medical skill checks between attempts?
This I'll go back around to add for the afflictions, but they are meant to be longer term - some, like Infectious Laughter, are adventures in their own right, while others are intended to create a priority fork when you need to weigh up whether you can afford to stop and treat them or whether you'll just have to deal with it until the job is done.

- A lot of the cures require materials you probably have no justification to have on you (e.g. all the stuff needed for a Poison Joke bath, Cutie Pox seeds...)
The two you mentioned are, well, focal points of their own episodes. Presumably when less important the materials will be in stock at the local hospital.

- How is Stoning/petrification not a dangerous affliction? And how exactly do you apply the fragrant foodstuffs to a statue, especially if its mouth is closed?
It's not a perfect name, but it's mostly because it's canonical. I'll probably throw together an ointment solution, fragrant foodstuffs just struck me as a good cartoon logic solution per 'Dinner's ready!'

- Infectious Laughter can and WILL be weaponized, when the PCs infect one of their own and have the infected individual go into full sight of the Big Bad's army. Twisted Evil 
It's as close to a zombie virus as it gets before breaking out of pony - I'd say turnabout is fair play.

- The portable medical equipment doesn't seem all that useful: Why do you need the Stretcher and scalpel?
Stretcher is a tool for moving larger and heavier patients. Might actually fold it into the harness as an aid booster.

Scalpel is there mainly as a flavour thing and to allow some level of independent resourcefulness for the healer - it allows them to be a rogue-lite for a little bit when the mech expert is not available. It's a common theme for surgeon characters in fiction to take advantage of their delicate hands and skill with a scalpel when they're in a pinch.

- Out of Combat vs In-Combat effects. PC's can abuse afflictions for combat advantages (especially Hay Fever, which allows you to spam infinite amount of Hay Stacks on turn 1, due to being a free action).
Will probably kill that part of hay fever, since it's more an RP complication than a combat one and it probably combos well with something in spite of my best efforts. Some are directly valuable in combat, such as The Trots, which provides an idea of an affliction that can actually be beneficial in some ways.

- How do medical crits (failures, successes, cutie crits) interact on various skill checks?
Crit failures only have special effects on wounds, but besides that, I don't want to make cutie crits too effective because of the whole 'retain viability of non-pony medics' thing.

- No "Want-It-Need-It" affliction (Smarty Pants doll)? Very Happy 
...Blast. Get back to you on this one.


Last edited by Pingcode on Sat Aug 31, 2013 8:09 pm; edited 3 times in total
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Philadelphus on Sat Aug 31, 2013 7:30 pm

Color me impressed. This is a lot of well-thought-out work to spring upon the forum all at once. Very neat.

I've been idly planning a campaign based around an exploratory expedition (think "Lewis and Clark IN EQUESTRIA!") for a bit, and this would be perfect for more concretely representing the inherent dangers explorers face striking off from civilization into parts unknown.

Overall this is pretty good. Heal's always felt a bit neglected to me because it kind of straddles that line between combat and non-combat. I just have a few criticisms that came to me while reading it:

...

...and then I sat down to flesh them out and realized that they were actually good design decisions. So I don't actually have any criticisms at the moment. Huh. I shall continue thinking it over and let you know if I think of any.

Oh! It could go in the same category as the other combat stuff (I.E., optional), but what about some guidelines for how various Heal checks or other things like getting R&R translate into regaining hit points?

Edit: That's the other thing I couldn't think of earlier, and it ties into that last point. If you're, say, minimally Injured, and everyone fails their Heals checks, is there a provision for simply healing naturally over time? Obviously some of the conditions are meant to be terminal without aid, but it seems to me that some of them could perhaps stand some sort of "otherwise, you become {next better level} with (a day's, a week's, etc.) rest" clause. Just a thought.

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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  ZamuelNow on Sat Aug 31, 2013 8:18 pm

Philadelphus wrote:Color me impressed. This is a lot of well-thought-out work to spring upon the forum all at once. Very neat.
Ditto. I may need to look back over a few individual things to nitpick but you've got various bits of criticism already on your plate and a lot of what's presented is quite good. While a few of the portables seem questionable, I fully advocate the static medical locations since it adds a bit more depth and worldbuilding to a campaign. One suggested portable would be a medicine pack with singular doses of some of the more rare/esoteric herbs like the Seeds of Truth. The one grammatical complaint I'll point out right now is "Stoning". You should really should rename that "Petrification" since Stoning is a form of death sentence where a crowd pelts someone with rocks until they die.

Won't this unbalance Heal and Endurance and force PCs to invest in these skills?
In my opinion, no. Other skills have other uses in most campaigns while these, especially Endurance, tend to be quite unpopular. Plus, a Brawn focused character has an interesting bit of balance where they're the most injured by a lot of this yet most likely to have good Endurance anyways.
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Philadelphus on Sat Aug 31, 2013 10:24 pm

ZamuelNow wrote:The one grammatical complaint I'll point out right now is "Stoning".  You should really should rename that "Petrification" since Stoning is a form of death sentence where a crowd pelts someone with rocks until they die.
Oh, yeah, I noticed that too.

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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Pingcode on Sun Sep 01, 2013 12:08 am

Modified the Hay Fever and Stoning afflictions, created a new form of Poison Joke for the Fun Fun Fun application:

Modified Afflictions:
Name: Hay Fever
“What in the hay is that supposed to mean?” - Applejack
Type: Disease
Description: Sufferer expels small bushels of hay when sneezing, and has puffy eyelids. Considered a good omen amongst Earth Ponies.
Causes: Allergies
Progression: Endurance DC 20 to resist.
Symptoms: Sufferer sneezes hay everywhere, generally making a big mess.
Diagnosis DC: Obvious
Treatment:
Passes on its own when the season changes.
A DC 20 Heal check prescribes a useful anti-allergen spray that prevents sneezing while in the sufferer’s possession.

Name: Petrification
“YOU! Just who do you think you are, going around turning others into stone?” - Fluttershy
Type: Curse
Description: As a result of exposure to cockatrice hissing, the sufferer has been turned into an inanimate statue in whichever stance they were in when attacked. A common cause of head shaking amongst medical professionals has been victims who have opted to strike poses upon realising their fate.
Causes: Cockatrice hissing
Progression: A DC 25 Endurance check slows the process to five minutes, otherwise complete stoning within thirty seconds. Successfully subduing the cockatrice, or causing it to flee during this time halts and reverses the process.
Symptoms: Sufferer is a statue of inanimate stone. While in this state, you are surprisingly durable, and it takes a minimum of a DC 35 Athletics check or equivalent to damage your form.
Combat Effects: Sufferer is a statue of inanimate stone. This confers Resist 10 to all damage, where participation in combat is appropriate, such as your allies attempting to defend you when an enemy is attempting to damage you.
Diagnosis DC: Obvious
Treatment:
A DC 25 Heal check and a 30 minute painting process with quick-dry medicinal pigments restores colour to the victim, and shortly thereafter animation. Cracking and other minor damage is irrelevant, though significant fractures or chipping may result in the victim gaining the Wounded or Seriously Wounded condition on recovery. A creature whose statue is missing chunks from the main body must be reassembled before treatment, lest they reanimate and immediately die - though a treated creature with all pieces attached may be reanimated in a Critically Wounded condition.
A DC 35 Heal or Mechanics check is required to properly reassemble and bind the creature back together if the statue has been damaged. All pieces must be present for a successful repair, and successful reassembly permits the restoration of the creature with only the wounds it had when first petrified.
A cockatrice may reverse this effect, but this is rare.

Name: Poison Joke, Domesticated
“This is hilarious! Look at all of you! We got: Hairity, Rainbow Crash, Spitty Pie, Apple Teeny, Flutterguy, and... uh... I got nothin'... Twilight Sparkle. I mean seriously, I can't even work with that.” - Spike
Type: Curse
Description: The Domesticated Joke, while technically illegal in Equestria, is popularly imported from Saddle Arabia (where it is considered a delicacy) by pranksters and nobles alike looking to spice up social functions. Much weaker than its wild cousins, its effects manifest fairly rapidly, exhibit milder symptoms, and eventually passes of its own accord if left untreated. Ordinarily harmless, some ponies with a natural susceptibility to magic suffer far more dramatic and long lasting effects - at least one stallion has suddenly found himself living the remainder of his life as a mare as a result of such a reaction.
Causes: Exposure to the leaves of Domesticated Poison Joke.
Progression: Symptoms show 1-2 hours after exposure, passes within 1-2 weeks if untreated. A DC 25 Endurance check resists the effects of Domesticated Joke, while a critical failure on the endurance check results in the victim suffering an allergic reaction, which manifests immediately and is permanent.
Symptoms: You suffer some comical and often ironic change determined by the GM - laughter tables are suitable in lieu of an ironic fate. Allergic reactions are always at minimum equivalent to a roll on the laughter table.
Diagnosis DC: 25
Treatment:
A DC 25 Heal check and three hours is sufficient to prepare a soothing herbal bath preparation, that the victim should immerse themselves in for at least thirty minutes. One batch is good for at least a dozen ponies, possibly more.
An allergic reaction is incurable without a miracle.
Notes: Effects are not limited to those listed here. Creativity is encouraged. Feral patches are suitable for campaigns in which the wild poison joke effects would be too severe.

Name: Poison Joke, Wild
“Beware! Beware you pony folk! These blue leaves are not a joke!” - Zecora
Type: Curse
Description: You should have listened to the warning - now some magical force with a bad sense of humour has decided to play a practical joke on you. You may wake to find your horn limp and spotted, or tiny, or even with an extremely deep voice.
Causes: Exposure to the leaves of Poison Joke.
Progression: Symptoms show 1 day after exposure, remain indefinitely unless treated.
Symptoms: You lose the benefits of your cutie mark or expert skill, and receive a -5 to all checks involving that skill instead. Characters without a cutie mark or expert skill instead suffer this effect to their highest skill. You may not reroll that skill for any reason.
Diagnosis DC: 30
Treatment:
A DC 25 Heal check and three hours is sufficient to prepare a soothing herbal bath preparation, that the victim should immerse themselves in for at least thirty minutes. One batch is good for at least a dozen ponies, possibly more.
Notes: This is a more serious variation of Poison Joke intended as a centrepiece of an adventure. Pony handlers are encouraged to be creative with effects, and should ideally reverse the strengths of the afflicted.

Others are still being worked on.
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  ZamuelNow on Sun Sep 01, 2013 1:24 am

Causes: Cockatrice hissing
Actually, it's from meeting its gaze, not anything audio based. That's the reason why Fluttershy told the CMC to get behind her and earlier in that episode said they should never look at it. This leads to it being possible to negating petrification through a Persuasion roll and sheer force of will.

I'd have to sit down and make sure they're carefully written out but I may submit a few afflictions based on things from earlier parts of the franchise.
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Pingcode on Sun Sep 01, 2013 1:36 am

As far as intimidating the cockatrice into stopping, I left that one as 'successfully subduing the cockatrice before complete pertification'. Good catch on it actually being a stare - silly thing for me to miss.

Part of me imagines that somewhere out there in the Everfree, there's a pony whose last conscious act was to rear up on her or his hind legs and strike a Saturday Night Fever pose.
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Stairc -Dan Felder on Sun Sep 01, 2013 2:30 am

We actually *are* planning to introduce an affliction system (debilitating conditions that can be healed via rests, heal/endurance checks or others) to give DMs more interesting conditions to bestow and make Heal/Endurance more valuable. We were just talking about it recently. It's funny to see another system pop up here in such a detailed manner. Neat ideas. =)

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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Z2 on Sun Sep 01, 2013 4:34 am

Pingcode wrote:
- How do medical crits (failures, successes, cutie crits) interact on various skill checks?
Crit failures only have special effects on wounds, but besides that, I don't want to make cutie crits too effective because of the whole 'retain viability of non-pony medics' thing.
The problem with that one is that it's punishing ponies who take cutie marks in heal. If the ENTIRETY of your heal system offers little reward for CMCs, it discourages even the most committed healer from actually taking 'Heal' as their cutie mark. With your lesser DCs and higher DCs on several of the conditions, I think you've got a decent balance. Non-heal-specced characters can still perform the life saving procedures, while the master healers can remove almost the entirety of the problem. I can understand the 'racial equality' thing, but Expert Skills are available to all. Since "make this stop existing" isn't something that can be made (mechanically) spectacular beyond success, I can understand the lack of (your) interest there; but there are ways you could do this. Buy one get one free condition removal... Special access to 'totally remove the condition' DC checks on some things that expert unskilled players can't get... Make a snazzy keychain out of the debris you've removed from a patients body...

There are plenty of ways to make sure that Cutie Marks get their proper respect without messing with your DCs.


Hidden, for Dan:

Stairc -Dan Felder wrote:We actually *are* planning to introduce an affliction system (debilitating conditions that can be healed via rests, heal/endurance checks or others) to give DMs more interesting conditions to bestow and make Heal/Endurance more valuable. We were just talking about it recently. It's funny to see another system pop up here in such a detailed manner. Neat ideas. =)
You could always save yourself some effort and just make this one official...
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Pingcode on Sun Sep 01, 2013 5:18 am

Z2 wrote:
Pingcode wrote:
- How do medical crits (failures, successes, cutie crits) interact on various skill checks?
Crit failures only have special effects on wounds, but besides that, I don't want to make cutie crits too effective because of the whole 'retain viability of non-pony medics' thing.
The problem with that one is that it's punishing ponies who take cutie marks in heal. If the ENTIRETY of your heal system offers little reward for CMCs, it discourages even the most committed healer from actually taking 'Heal' as their cutie mark. With your lesser DCs and higher DCs on several of the conditions, I think you've got a decent balance. Non-heal-specced characters can still perform the life saving procedures, while the master healers can remove almost the entirety of the problem. I can understand the 'racial equality' thing, but Expert Skills are available to all. Since "make this stop existing" isn't something that can be made (mechanically) spectacular beyond success, I can understand the lack of (your) interest there; but there are ways you could do this. Buy one get one free condition removal... Special access to 'totally remove the condition' DC checks on some things that expert unskilled players can't get... Make a snazzy keychain out of the debris you've removed from a patients body...

There are plenty of ways to make sure that Cutie Marks get their proper respect without messing with your DCs.
It's a tough question - the flipside of Cutie Marked healers is that they also have a +5 bonus to all Heal checks, which places them at a considerable advantage already when treating conditions compared to an otherwise identical unmarked PC. After all, it's an entire degree of success.

I might have some ideas that could be given as critical success advantages - the one at the front of my mind right now is 'With a critical success on a Heal check, the patient is inoculated against that condition for the next five minutes', which while exceedingly situational (many conditions are the result of non-instantaneous effects) could prove useful for some easier to get conditions (for instance, becoming inoculated against becoming wounded would allow some greater leeway for risky athletics manoeuvres or possibly a fight or two).

Though it's worth noting that a Cutie Mark and an Expert Skill are synonymous, as far as the rules are concerned.

---

Added Feather Flu and Want-it-need-it to the afflictions. Additionally, modified Injuries - Exhaustion now has formalised rules for collapse and death, and the Wounded condition now eventually recovers its own accord. Seriously Wounded still requires treatment.
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Z2 on Sun Sep 01, 2013 5:25 am

Pingcode wrote:
I might have some ideas that could be given as critical success advantages - the one at the front of my mind right now is 'With a critical success on a Heal check, the patient is inoculated against that condition for the next five minutes', which while exceedingly situational (many conditions are the result of non-instantaneous effects) could prove useful for some easier to get conditions (for instance, becoming inoculated against becoming wounded would allow some greater leeway for risky athletics manoeuvres or possibly a fight or two).
Five minutes is really not a very long time, and 'inoculated against facepunches' doesn't make too much sense; what was your objection to my CMC option suggestions?

Pingcode wrote:Though it's worth noting that a Cutie Mark and an Expert Skill are synonymous, as far as the rules are concerned.
I specifically noted expert skill because you specifically noted parity for non-ponies; diamond dogs or whatever can still have Expert Skills, even if they come mark-free.
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Pingcode on Sun Sep 01, 2013 5:33 am

I'd prefer not to provide 'Buy one Get one', if only to avoid having something else that requires tracking for interactions, and I would prefer not to make Expert Skills more of a tax than they already are by locking the best results to criticals.

The other thing is that I'm working from an assumption that most non-equine races will not have Expert Skills, per their listings in the Races document - per the official goal of limiting complexity where possible, I prefer not to assume that a new player will opt to rearrange their racial qualities in order to acquire an expert skill, which is a fairly easy to make mistake compared to, say, failing to invest in Heal when building a Healer.
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Z2 on Sun Sep 01, 2013 6:14 am

...I had kind of assumed you threw 'no complexity' out the window when creating this. Keeping track of ONE of your healing conditions is probably MULTIPLE TIMES more convoluting than picking 8 points of racials and slapping a name on it.
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Pingcode on Sun Sep 01, 2013 7:57 am

The fundamental barrier here is that non-pony races are explicitly called out as typically not having cutie marks or expert skills - were Genetic Engineering the default, I'd be inclined to agree, but with the official stance being that the races should be used as laid out in the Races of Pony Tales document, the assumption that some non-zero number of characters will be non-ponies and therefore lack an expert skill becomes a design requirement.

In all honesty, I think the Cutie Mark/Expert Skill should be made compulsory to all characters or otherwise made a fundamental system element, due to the overwhelming power of the trait, but that's outside the scope of this expansion.
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Z2 on Sun Sep 01, 2013 8:38 am

Still, Cutie Marks are MEANT to be powerful. They need to have an effect on healing beyond the +5. Yeah, some creatures don't have it - but here's the thing, they aren't specialists (at least, usually not good ones). A creature with high knowledge and 13 healing CAN still heal, but there's no reason to SPECIALIZE in healing if Cutie Marks - the trait that says 'this is my skill', 'this is what I do' don't do that much. You might be encouraging people to train it, but your discouraging them from getting the Cutie Mark...

Changelings, Minotaurs, Baby Dragons and all that have racials that compliment not specializing in any one skill. Those aren't your 'healer' or your 'mechanist' without a cutie mark; they might be your best option when those things come up, but that's because their class is 'Stuff-doer'.
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  LoganAura on Sun Sep 01, 2013 10:47 am

Z2? You're sort of implying that you can't be a specialist in something without having a cutie mark... Well, I've seen baby dragons who specialized in Sense checks, and I had a group of ponies who earned their cutie marks, all of which specialized in something or other in some way without it /before/ gaining it.

Any race can specialize in something, even if some lean more one way than another.

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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Z2 on Sun Sep 01, 2013 2:35 pm

I did say that sometimes it's just less effective. My problem is the lack of motivation for the party healer to take a cutie mark in healing, instead of putting it in arcana or history where the cutie mark will ACTUALLY give the chance for something impressive. The whole point of this is presumably meant to encourage heal to become a more useful and important skills, but the lack of critical successes discourages players from putting ALL their efforts into it. I'm in a campaign with a rather magnificent healer, and the prospect of having Heal be a few characters' primary passion and most players tertiary acknowledgement seems highly superior to a very normalized version of the skill that encourages it to be everybody's secondary consideration...

I guess the short version would be that by making sure all the races have even footing, you are DIScouraging the ponies from taking the skill.
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Philadelphus on Sun Sep 01, 2013 4:53 pm

Actually, I see it the exact opposite way: putting in rewards for CMC/Expert skill nat 20 would DIScourage anyone from healing who didn't have a cutie mark/expert skill, and force anyone who wants to be a healer to HAVE to take an expert skill in Heal, even if they would rather take it in something else and just have training Heal instead.

Another good reason to not have explicit rules for CMCs is that it gives GMs freedom to do things with them. I'm planning on running a campaign soon and I plan to try out this system, and if someone in my group takes a Heal cutie mark and gets a natural 20, I'll give them something above and beyond. "You got a nat 20 on you check to heal the critically wounded character? He's now back to perfect health!" "Nat 20 on the heal check for the wounded creature? She now gets a +1 bonus to all checks for the next hour," etc., etc.

My point is that leaving it open allows GM freedom for cool effects based on the context, which I'd argue is always better than pre-made rules that can't foresee every situation. There are no rules for natural 20s in any other skill (beyond being "spectacular"), I don't think Heal should be any different.

Also, there is still a mechanical incentive to take a cutie mark in Heal, due to the larger bonus it provides.

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