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Post by klingor on Apr 13, 2012 15:35:21 GMT -5
There are a couple of points that I'm not too clear about. Medkits - what are they, are they necessary, who uses them? I'm sure I've seen answers to these questions somewhere, but I'm damned if I can find them. Healing potions - do these cure fatigue also? If they is it at the user's discretion whether to apply it to damage or fatigue? (I'm assuming that fatigue potions are specific to fatigue as they appear to cost less while restoring more than healing potions). Cheers colin
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Post by mister frau blucher on Apr 13, 2012 16:43:38 GMT -5
Hey Colin,
Medkits are usually specified in individual adventures. They contain bandages, medicine, etc. Each ST point you heal uses up one of the "doses" in the medkit.
This is where we have taken the general rule from LAW - Medic - and defined how it specifically works in the adventure itself. Most of the printed adventures address this, but again it is undefined in the LAW rules themselves.
As to whether it is necessary, depends on how you feel about resource management. On one hand it is kinda cool to sweat out how you will use the last doses of the medkit when you do not have any more, on the other hand it is record keeping. The judge gets to decide.
As to healing potions, it is not specced out that I recall, but I allow them to restore fatigue as well. Lost ST is more crucial to survival, but if a mage is exhausted it makes sense to burn a healing potion on his fatigue.
Some of our earlier adventures used a "Rejuvenation potion" that gave you back fatigue only but we have gotten away from that item. No reason. If you like that idea, replace a healing potion with a rejuvenation potion or two.
Hope this helps! If not, type slower and use one syllable words - I might get it then!
Thanks for the questions! Bret
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Post by klingor on Apr 13, 2012 21:25:05 GMT -5
Thanks Bret, That's all I needed to know - it was guidelines that I was looking for and you've given me what I needed. Cheers Colin
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Post by bizarrojoe on Feb 5, 2013 12:48:55 GMT -5
I have a question on potions:
Can they be used while incapacitated? I couldn't find a ruling whether quaffing a potion counted as an official action for a character.
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Post by mister frau blucher on Feb 5, 2013 13:28:10 GMT -5
Hey, bizarrojoe, welcome to the boards!
A person who is incapacitated - as a result of wounds and/or fatigue loss - is unconcious and unable to help themselves.
BUT another member of their party can certainly pour a potion down their throat.
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Post by bizarrojoe on Feb 5, 2013 13:40:47 GMT -5
Hey, bizarrojoe, welcome to the boards! A person who is incapacitated - as a result of wounds and/or fatigue loss - is unconcious and unable to help themselves. BUT another member of their party can certainly pour a potion down their throat. Thanks! But does the action of drinking or feeding a potion count as an action? I would think that drinking a potion would be free, but feeding one to an unconscious, adjacent ally would be enough of an effort to be considered an action.
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Post by mister frau blucher on Feb 5, 2013 14:05:58 GMT -5
It's not spelled out in the rules - like so many things in 7 pages! - so you can rule as you feel best. I would think that digging out a potion and drinking it would be an action, like changing weapons or taking a swing at an enemy, but you can certainly make a case otherwise.
I don't mean to be dismissive here, it is a legitimate question that obviously has an effect on combat. That is why I would say it does take a full action. But if you feel, "Hey, all he has to do is swipe it from a convient pouch and quaff it, that takes 1 second!" then by all means judge it that way. There are a lot of grey areas in our rules, feel free to fill them in with how larger systems rule, or use your own considered judgement! We trust you!
Bret
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Post by bizarrojoe on Feb 5, 2013 14:19:14 GMT -5
Gotcha, thanks!
I believe I'll take my action judgement cues from the Dungeon Crawl Classics RPG rules (which I'm currently enjoying):
Each round, a character or monster may move its normal speed and do one thing. However, all characters may also take another movement for their actions. Other activities that take an action include:
Draw or sheathe a weapon* Equip or drop a shield* Open a door* Light a torch or lantern Uncork a potion or unfurl a scroll Locate an item in a backpack Stand up from a prone position Mount or dismount a steed Read a scroll or drink a potion *(can be included as part of a movement)
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Post by Deleted on Feb 6, 2013 21:26:16 GMT -5
whatever works for you, joe. myself, i hate having to interrupt play to look things up. i think of it like this:
could i have made an attack in the time it took me to perform whatever action? could i have reliably performed this action while running?
this is, of course, framed in the context of combat. outside of combat, time is not critical.
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Post by Deleted on Feb 7, 2013 10:53:58 GMT -5
Hey, bizarrojoe, welcome to the boards! A person who is incapacitated - as a result of wounds and/or fatigue loss - is unconcious and unable to help themselves. BUT another member of their party can certainly pour a potion down their throat. Thanks! But does the action of drinking or feeding a potion count as an action? I would think that drinking a potion would be free, but feeding one to an unconscious, adjacent ally would be enough of an effort to be considered an action. re-reading this, i have the sneaking suspicion that you are thinking about feeding a potion to a fallen comrade in the midst of battle. that would definitely count as an action. i believe the normal convention used around here (and this is what i do)...wait until combat is over to feed potions and heal the dying. the incapacitated or dying don't die on the next combat round. they cinematic-ly wait until the fighting is over before giving their last breath. so, if you can heal them after the fighting is over, they live. if you can't or don't heal them after the fighting is over, they die.
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Post by klingor on Feb 7, 2013 18:55:24 GMT -5
Hi, I would keep it simple. If there any enemies who are not dead or incapacitated, then we are on turn-based timekeeping, otherwise we are encounter-based (a turn takes seconds while an encounter lasts 15 minutes). A hostile encounter will be decided in less than 30 turns, so if I was the FM, or it was a solo adventure or a DCG module, I would say that after all enemies are incapacitated (in one way or another), you have 15 minutes to heal using talents/skills, potions, spells or whatever else you have in your repertoire. If I was FM and you're doing it while still in a hostile environment , then I would rule that you need the potion in hand as a ready weapon, move adjacent to the target character and then use a turn to administer the potion. I would consider the potion to have an immediate effect so that in the next turn, the target character has the potion inside him and is now considered prone, with appropriate movement/combat options available. This is how I would play it. Cheers Colin
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Post by Deleted on Feb 7, 2013 19:44:51 GMT -5
we obviously have different definitions of 'simple' but i agree with your judgement!
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Post by bizarrojoe on Feb 8, 2013 22:40:51 GMT -5
I was just wondering if there were any times when it wouldn't be considered an action to chug a potion down. But now I have a better understanding of the rules, and I can see that :
1. An incapacitated character cannot drink a potion on their own. 2. An ally can feed a potion to another adjacent character at the cost of an action. 3. In general a player can drink a potion at the cost of an action.
However, I might consider houseruling the ability for a PC to perform minor actions like taking a potion instead of moving on their turn (borrowing from the minor/standard action rules in D&D 4e).
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Post by Deleted on Feb 10, 2013 3:43:41 GMT -5
hey joe! i'm curious. if your character (Dude1) was standing next to a hostile orc (Orc1), would you allow Dude1 to chug a potion and then take a swing at Orc1? i have a hard time imagining that Orc1 would simply stand there and stare at Dude1 while he drank his RockStar or RedBull i think it would be more logical to have Dude1 use his move to move as far away from Orc1 as possible, then use his action to drink the potion. if Dude1 is quicker (higher MA) than Orc1, then Orc1 can't catch-up to him and attack while he is drinking his potion. Dude1 could just remain beside Orc1 and drink his potion. after drinking the potion, Dude1's turn is over. Now it's Orc1's turn. He rolls and scores a hit against Dude1. Dude1 can Dodge and, if successful, avoid the hit. The LAW rules as written would allow this even though it is illogical. We handle things sequentially (Dude1's turn, then Orc1's turn) because it's easier that way but Dude1's turn and Orc1's turn (in the same round) are really happening at the same time. Imagine trying to drink a soda while dodging a baseball bat that's being swung at you. Imagine trying to drink a soda while you swing a baseball bat at someone else. Just food for thought... ...to be eaten as a free action
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Post by bizarrojoe on Feb 11, 2013 22:11:34 GMT -5
Hmm, very interesting point, ewookie. There are a couple of ways that I might handle the scenario you mentioned:
1. Dude1 would indeed chug a potion as Action #1, and then attack the Orc as Action #2. Impossible to do? Not for a hero. Think cinematically. The intrepid hero, parrying claws or swords or other nasty advances, somehow finds the time to reach into a pocket and swig a little vial of liquid before aggressively lunging in a desperate attempt to regain lost footing.
2. The potion drinking rule can be changed so that a hero can only drink one as an action if they're not adjacent to a monster at the time.
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