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Hidden 9 yrs ago Post by VitaVitaAR
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Hmm... dislocated fingers look really nasty but would be an easier fix, then?
Hidden 9 yrs ago Post by IncredibleBee
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So, Shisa left a character a few pages back you never got back on.
Hidden 9 yrs ago Post by VitaVitaAR
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Oh, right.

@Shisa: Accepted if you're still interested after all that.
Hidden 9 yrs ago Post by Shisa
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Oh, yes, that's perfectly fine. I'm still interested, and will make an introductory post soon.
Hidden 9 yrs ago Post by Descartes
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Again, I would just splint the arm in place and let it heal. My character's intoxicated state is what's keeping her from hurting too bad.
Hidden 9 yrs ago Post by VitaVitaAR
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Are you sure you want to go through the first dungeon with a handicap?

I'm also worried, IC, it's hard to justify bringing an injured person into a dungeon.
Hidden 9 yrs ago 9 yrs ago Post by Boomrocker
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I see no problem with bringing her along. A simple patch-up from Sophia should suffice until proper white magic can be used. And there is no reason why a healer should not be present in the town itself, if not the tavern. Healing can be handwaved to save time.
Hidden 9 yrs ago Post by Descartes
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She could use the going into a dungeon one handed and surviving as proof of how good she is.
Hidden 9 yrs ago 9 yrs ago Post by Raineh Daze
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There's no good reason to bring someone along who can only use one arm. It's a castle that's known to have traps and monsters, it's unreasonable to expect highly moral religious types to bring along someone injured to such a scenario. Just... changing it to a less serious injury saves time and effort over having to work out why the hell you'd take someone injured along.
Hidden 9 yrs ago Post by Scrapula
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A soldier with one arm is only half as good a fighter, if you take the pain out of the matter. Considering how most people (drunk or not) would be completely incapacitated by having their arm mangled, this is a fundamental testament to their value. A missing arm isn't the worst injury one could be starting a dungeon with. I've had to deal with worse ones in my tabletop gaming experiences.
Hidden 9 yrs ago Post by Raineh Daze
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A soldier with one arm is only half as good a fighter, if you take the pain out of the matter. Considering how most people (drunk or not) would be completely incapacitated by having their arm mangled, this is a fundamental testament to their value. A missing arm isn't the worst injury one could be starting a dungeon with. I've had to deal with worse ones in my tabletop gaming experiences.


Yes, it tells you they'd be useful if they had both arms working.

I've challenged an entire army with a two-handed sword through my torso in one tabletop. Tabletop experience does not say much. :P
Hidden 9 yrs ago Post by VitaVitaAR
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Again, it's not her endurance for pain or anything like that that's the issue.

I don't think the people putting the party together would, in good conscience, take someone with serious injury into a mission to eliminate something evil at the bottom of a dungeon.

The best option I've seen so far other than reducing the severity of the injury so that it can be healed by the present healer is glossing over the healing process.
Hidden 9 yrs ago Post by Scrapula
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What tabletop experience should say is this: if they can still swing a sword and you still need a fighter, send them in. It's a decision between shelfing a player and maybe shelfing a player. The party needs all the help they can get, considering who they've currently got.
Hidden 9 yrs ago Post by Scarifar
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In all seriousness, though, yeah, bringing an injured person into a dungeon isn't the best idea.
Hidden 9 yrs ago Post by Scrapula
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Attempting to fill out one's party with tavern-dwellers isn't a particularly good idea, either. Many key fantasy dungeon-crawler elements are predicated on phenomenally poor ideas. A crippled drunken ex-soldier is par for the course, really.
Hidden 9 yrs ago Post by Raineh Daze
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Attempting to fill out one's party with tavern-dwellers isn't a particularly good idea, either. Many key fantasy dungeon-crawler elements are predicated on phenomenally poor ideas. A crippled drunken ex-soldier is par for the course, really.


Somewhere with alcohol's where you're likely to find mercenaries hanging around, though. Landschnekts tell us that much. Well, that or a brothel, or a tailor's.

On the other hand, you generally don't grab someone actively injured.
Hidden 9 yrs ago Post by Scrapula
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Sounds like you haven't spent much time with starting-level 3 campaigns, then. The fresher the injury, the more likely it is that the man you're recruiting is worth his salt. A broken arm can be fixed with some first aid and some time, but a TPK from being one hand short of a fighting force lasts a lifetime.
Hidden 9 yrs ago Post by VitaVitaAR
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I was going to go a bit more into this in my next post, but the general idea was that Tanya was told to go to the tavern because it's where mercenaries and other such people would be. She didn't like the idea either but at the moment most of the usual help is already out on missions.

If Tanya sees someone with a horrible injury... at the very least it needs to be confirmed that it'll be dealt with before they get to the dungeon for her to be willing to take them along.
Hidden 9 yrs ago Post by VitaVitaAR
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Okay, my final word on this is that either it's reduced in severity or the healing process is handled in a way that will be glossed over and guarantee she's healed when we get to the dungeon.

Otherwise Cristine's going to be sitting out until the next dungeon because Tanya won't take someone with a broken arm somewhere dangerous.
Hidden 9 yrs ago Post by Scrapula
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Well, she's already gone through triage. The poultice that was spread on the wound, being a poultice in a fantasy setting, will magically shift the bone back into place and heal it when narratively convenient.
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