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Code Blue: A Heal Expansion [Skills Expansion]

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Post  Z2 Sun Sep 01, 2013 5:01 pm

I suppose the line that set this one in motion was 'Cutie Mark Criticals only have special effects on wounds' thing. I am more than fine with the idea of GMs getting to throw in their own thing (mostly.) It's the implication that the CMCs aren't supposed to do anything significant with these checks; which, regardless of who is or isn't encouraged or discouraged (which is clearly a crapshoot since people are "complicated") undermines the purpose of the cutie marks themselves.
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Post  ZamuelNow Sun Sep 01, 2013 9:35 pm

Z2 wrote: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.
Can't say I really agree with that sentiment since stacking Training and CM is still a good stat boost and a spectacular success is still supposed to be awesome.  Plus, the book's racial setup for donkeys seems to be rather specifically designed for a specialist.  However, the 'Cutie Mark Criticals only have special effects on wounds' thing is a valid concern that could stand to be rewritten.

As far as some suggestions:

Glazed:

Smoozed:

I'll probably attempt more later.


Last edited by ZamuelNow on Mon Jan 20, 2014 3:16 pm; edited 1 time in total
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Post  Pingcode Sat Sep 07, 2013 11:25 pm

Added Frostbite
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Post  A1C Bronymous Sun Sep 08, 2013 12:39 am

So now that I'm suddenly testing this, is there a google doc or something for easy reference, instead of trawling through the thread for everything?
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Post  Pingcode Sun Sep 08, 2013 1:03 am

Right now I'm pretty much working exclusively in the set of posts in the thread - the spoiler tags make it easier to keep it organised, IMHO.
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Post  ZamuelNow Mon Oct 14, 2013 11:07 pm

Unless it should be considered one of the wound categories (or I overlooked it), just realized you don't have any information on burns. Also, wonder if your expansion should have an altered form of Medicinal Training that's a "pick one" type talent since the book default is only for disease and there's a lack of something for mending broken bones and sprained muscle joints.
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Post  Philadelphus Tue Oct 15, 2013 4:20 am

Y'know, this seems like it'd be the perfect thing for Freaky Knowledge. Freaky Knowledge: Broken Bones, or Sprains, or Burns, or...
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Post  ZamuelNow Wed Oct 16, 2013 1:03 pm

Perhaps.  It simply seemed like an oddity that Medical Training only worked for disease the more I thought about it.  There's also the mechanics aspect of an always on +5 versus a 3/Day +10

EDIT: Durr, I'm dumb. "Medicinal" would explicitly be for medicine and disease via word choice. Kept looking at it as just "medical". Thus, Philadelphus has the valid point of using FK for other specialties.


Last edited by ZamuelNow on Mon Jan 20, 2014 3:00 pm; edited 1 time in total
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Code Blue: A Heal Expansion [Skills Expansion] - Page 2 Empty OUTBREAK!: Heal as a Plot Point

Post  ZamuelNow Mon Jan 20, 2014 2:56 pm

OUTBREAK!: Heal as a Plot Point

As an expansion to an expansion, this is a guide to GMs for taking the next step with making the Heal skill relevant in your campaign.  Rather than outline individual afflictions, this is how to put it all together so that Heal moves from an ignored skill to one of importance.  Not all campaigns are made the same so this will fluctuate on what you can get out of it.

You initially need to decide if you want a major ailment to be the A Plot or the B Plot for a campaign and plan how you want the other plotlines and story hooks to feed into or off of it.  It needs to feel like both the negatives of the affliction's existence and the positives of the player's actions to counter it have ripple effects.  In this, the affliction needs to be treated more like a mystery for the player to solve.  Create a few symptoms, the base cause, rules to who it affects, and how it can be cured.  This needs to be planned out early on so that you know what hints to feed the player and the player can start to figure things out.  This needs to be done with integrity so you can't randomly change these rules unless there's a very overt reason why in the storyline.  However, with any good mystery you certainly have the breathing room to throw a curve ball at the player.  An affliction that looks like it affects earth ponies may actually come from contaminated flour and there's just a larger percentage of earth pony bakers with repeated exposure to it in a raw form.

As the player starts gathering clues, the act of curing the ailment becomes a skill challenge that is extended over multiple sessions.  Thus, this will require multiple Heal checks for the act of diagnosing, creating, and applying the cure.  This also allows a greater adventure aspect to be tied into it due to the exploration and worldbuilding aspects.  Fetch quests have a bad reputation but that should be due to them being blatant or tedious since helping a series of NPCs fits in quite well pending on just how wide reaching this affliction is.  This is also a good way to establish a stationary medical location due to interaction with NPCs, a potential safe haven for those afflicted, or perhaps a target if the affliction was created by someone with ill intent.
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Post  Stairc -Dan Felder Mon Jan 20, 2014 6:56 pm

A mini-guide like this could be a great tip for DMs. I like the concept.
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