Showing posts with label Healing. Show all posts
Showing posts with label Healing. Show all posts

Wednesday, May 1, 2013

Healing Errata in Warhammer 3rd

As stated a few weeks ago, I really hate the healing rules in Warhammer 3rd. They leave open weird windows for spam-healing, where nothing really stops you from rolling first aid every 10 minutes till the injured is completely healed. I tried to fix that with some house-rules in my campaign, and ran afoul of some unforseen ripple effects. So I kept harping on about it over at the WFRP/FFG forums, trying to figure out how to fix the problems I was finding.

Turns out, there's already been official errata to fix it. It's not in the online official FAQ and Errata document. Apparently it's in the Player's Guide.  

I never bought the Player's Guide. There's a number of reasons for that decision, one of which was that it was a reprint and compilation of a number of products I already had so "why waste the money?"  Apparently the answer to that question is "You should 'waste' the money, because along with all the stuff you don't want or need in that reprint book is a handful of critical game-changing rules errata that will never be mentioned in the online FAQ."  :(   Kinda dumb.

Here's the relevant bits from page 89 of the Player's Guide:

To discourage this behavior and highlight the dangers of combat
in your game, players should be mindful of the following general
guideline for healing: each character may benefit from each specific
source of healing once per day. Healing has its limits.
For example, a character who is healed by a Shallyan priest’s
Soothing Touch blessing cannot benefit from a second Soothing
Touch blessing until the following day—though a different blessing
such as Cure Wounds could still be applied. Likewise, only one
application of the Splints & Bandages action, one successful First
Aid check, one healing draught, and one good night’s rest can be
applied toward an individual character’s recovery each day.

Friday, April 19, 2013

Sensible and Comparatively-Elegant Healing Rules

Update: It has come to my attention that there is an official errata to the broken healing rules in the game. These errata are not in the official online FAQ and Errata Document. They are, instead in the Player's Guide reprint.  So my rules below are essentially wasted effort. The official errata is that healing cannot be spammed; Each healing action can only be applied to each character once per day. So the seemingly-broken Soothing Touch blessing that looked to be unlimited free healing is actually not broken at all, and you can't actually apply First Aid rolls in scene after scene.

For those interested, the errata is on page 89 of the Player's Guide.




As mentioned in yesterday's post, the healing rules for Warhammer 3rd are certainly the most confusing and ill-considered set of rules in the game. The mechanics as written are very exploitable and easily abused. They basically amount to "players can have unlimited healing, but require dozens of rolls to do it."  Unlimited healing undermines the "grim and perilous" elements of the setting. Even if you're going for a high-powered cinematic game where rapid healing would be okay, the average amount of healing (just over 1 point at Rank 1) per die roll makes for a lot of tedium. Repetitive low-tension die rolls between each fight does not sound like fun to me.

I don't necessarily want to throw those rules out entirely as all sorts of character abilities reference them, but I certainly want to pare down the clunkiness, and shore up any loopholes or weak spots that might undermine the grittiness of the setting. I would like the lion's share of healing to be accomplished by the passage of in-character time, not via spamming actions. I also really want the rules to be easy to understand. I don't mind having to look them up from time to time, as long as they're easy to read off of a chart or summary.

Towards that end I've worked out some rules that are far more sensible, and elegant (at least in comparison to the original rules). They may possibly still be more fiddly than I want them to be, but Warhammer is definitely several levels crunchier than most games I run. I figure we'll give them a try for a few sessions, and figure out if they need further tweaking once we've how well they work. 

Summary of Revised Healing Rules:

  • Heal Toughness in Wounds per full night's rest.
  • One Resilience check per full night's rest to recover additional wounds, or recover from crits or diseases.
  • Long-Term Care uses the exact same rules as natural healing, and simply gets bonus dice.
  • Limit one critical wound or disease symptom healed per day by non-magical means.
  • First Aid and Immediate Care no longer takes a die roll, and cannot be spammed.
  • Magical healing cannot be spammed.

Full details follow, along with sidebar observations about what these changes accomplish.


Natural Healing and Long-Term Care

Resting over night recovers a number of normal Wounds equal to your Toughness.

In addition, it allows for one Resilience (Toughness) check.  The dice pool for that check is modified as follows:

  • +1 Fortune Die:  For being tended to by a healer, doctor, friend or servant, regardless of skill. This is the base reward for someone other than yourself taking care of you.
  • +X additional Fortune Dice: Where X equals the number of Ranks that healer (etc) has in First Aid.
  • +Y Expertise Dice: Where Y equals the number of Ranks that healer (etc) has in Medicine.
  • +1 Challenge Die: The basic difficulty these checks will usually have.
  • +1 more Challenge Die: If you have any Critical Wounds or are suffering from a Disease.
  • -1 Challenge Die: If your healer (etc) has Medicine trained, the overall difficulty is reduced by 1 die.

Those dice are rolled with on the following results chart:
  • Success: You may convert 1 critical wound into a normal wound, or overcome one symptom of a disease.  The crate or symptom in question must have a severity equal to or less than the total number of successes rolled.
  • Boon: Heal an additional number of wounds equal to the number of Boons rolled.

In addition, if the healer has Medicine Trained, you may choose to instead count any number of Successes as Boons instead before resolving the effects. So a roll of 2 successes and 3 boons can instead be resolved as if it were a roll of 0 successes and 5 boons, or 1 success and 4 boons.

What this has accomplished: The number of die rolls has greatly been reduced, while total healing has only been minimally reduced. Confusing and redundant instructions have been removed, especially in regards to long-term care, which doesn't really have special rules at all in this version. Medicine rank is one of the strongest factors in long-term wound recovery, whereas before there was only minimal difference between having a Rank 1 or Rank 3 expert in Medicine. Disease recovery has been integrated into wound recovery, so being critically injured and diseased at the same time is more dangerous (as it logically should be). Without magical healing, characters will only be able to heal either 1 critical wound or 1 disease per day. 



Immediate Care:

At the end of every fight, it is assumed the PCs bandage up their wounds and conduct whatever other first aid is necessary. They may all immediately recover X normal wounds, where X equals the lesser of:
  • the highest number of First Aid ranks any PC or friendly NPC has, or
  • the total wounds they suffered in that fight.
This effect cannot be stacked or spammed, it represents the total amount of assistance First Aid can provide on the spot. Care provided after the effect is relegated to the natural healing roll at the start of the next day.

In addition, anyone who has First Aid trained may tend to 1 patient per Rally step. That patient recovers X normal wounds, as above.

The action "Splints & Bandages" is an exception to the above rules, as it is already kept in check by the restriction (printed on the action card) of not recharging till the encounter is over.


What this has accomplished: The frequency of First Aid checks has been strictly limited, and the number of die rolls significantly reduced. There's no longer any question of whether or not you can spam heal. Healing rates are no longer near-infinite, and maximizing your healing doesn't put the rest of the table to sleep. As a side note, actually training First Aid has a bit more value than it did in the original rules.

Splints & Bandages is no longer a redundant action, it is now a powerful option for the dedicated healer. You can use it back-to-back (once during the fight, and a second time when the fight is over) but the opportunity cost to do so is pretty high: you'd be losing one round's attack during this fight, as well as your ability to use this action it at all during your next encounter
Caveat: These revised Immediate Care rules have greatly reduced the amount of healing the PCs have at their disposal. I believe this is a good thing for the game, as the Warhammer setting is supposed to be very gritty and a bit "low fantasy" compared to the average D&D world. These revised rules have not yet seen extensive playtesting, so I do not yet know for certain if I trimmed things back to the correct and intended levels. It's possible I may have been too aggressive, and may have to revise later to some degree of compromise. We'll see how it goes, and I'll report back if anything starts to prove problematic.



Magical Healing:

Each individual form of magical healing may only successfully treat any given person once in any single day.

This means that if you drink a Healing Draught and it rolls all blanks, you may choose to drink another one later. You can repeat this as many times as you want until you roll at least 1 success.

For spells and blessings, only the first instance of healing is allowed. Many such actions feature healing as more of a side-effect than the main point of the spell, so there's nothing to stop you from casting them repeatedly. Once a given spell has healed you however, the healing portion (and only the healing portion) of future castings the same day is ignored.  In the event where no one at the table can remember whether or not a given source has healed a player already, we'll assume it hasn't. Also, if a spell has more than 1 healing line in it's results, the total healing generated from one casting is allowed. We aren't trying to shut down healing entirely, just prevent abuse stemming from repeatable free healing spells.

The same thing applies to spells or blessings that cure diseases or heal/convert critical wounds. The first disease or crit recovered is all that any given target gets from that spell per day.


What this has accomplished: Various loopholes and spammable exploits have been sealed off. A side effect of this is that there is now more reason for any given caster to take more than 1 action that can heal. As a result, high-level healers will actually be functionally better at healing the injured than starting characters.

With the overall reduced healing options,  Healing Draughts are actually worth picking up. Instead of being an expensive and redundant option of little value, they are now a way to accelerate your daily ability to heal.


Fatigue & Stress

Just a clarification. The various limits applied to Wound recovery in no way imply any limit to Fatigue or Stress mitigation. Fatigue and Stress are intended to constantly adjust up and down within and between scenes. Many healing spells can eliminate Fatigue or Stress, and so could be used repeatedly to do so even if that same spell had already healed wounds on the same target.

Per the rules, at the end of any major Encounter (and again at the end of a full night's rest) every PC recovers Fatigue equal to their Toughness and Stress equal to their Willpower. The new limits on healing do not interfere with that in any way.

Thursday, April 18, 2013

Flood Gates of Healing

When I first decided to run a Warhammer 3rd Campaign, I was planning to avoid House-Rules as much as possible.

I'd run several one-shot scenarios of the game, and everything seemed to run just fine with the rules as written. Indeed, for one-shot play, the only complaint I have about the game is that it's so much stuff to haul with you to the sorts of venues where one-shot games get played (such as gaming conventions).

As I toy around with it in the context of a long-term campaign, I am finding that certain dynamics within the game rules that run just fine in one-shots have hidden problems that emerge in the longer play mode. The first one that made me speak up was the interesting exploit involving career-swapping. (The house-rule I landed on for that was to limit abandoning careers to once per character Rank.) That opened the flood gates, however, and once I decided I was willing to house-rule, a high-pressure stream of house-rule-able topics and loopholes poured over me. Time to dive in.

The first thing that's gotta be fixed is First Aid and Healing. Beyond a doubt, it's the worst part of the rulebook. The "Healing and Recuperation" section on pages 64 to 65 of the Warhammer 3rd Rules are two of the densest, most confusing rules pages I have read in my 30+ years of gaming. Those two pages are full of elements that seem contradictory and/or redundant, and the mechanics they describe have rules- and logic- holes big enough to charge a warhorse through.

WARNING: The rest of this post is just bitching about the Healing rules. I'd planned to detail my proposed house-rule to fix this broken mechanic, but the problems with it are so complicated that I used up all my time just dissecting it and grousing. I'll have to share my house-rule in another post tomorrow. If reading some nerd rage about illogical mechanics doesn't sound like your idea of fun, come back some other day.

Like many other fantasy roleplaying games, Warhammer 3rd has a hit point system (by another name) and allows for natural healing, first aid checks, and magical healing. So far, so good. But things get a little weird once you start trying to figure out just how many wounds a typical starting character can recover from in a day.

For the sake of the argument, let's assume a character with Toughness 3, who doesn't have Resilience trained. That's pretty close to average for any character that's not especially focused for combat. When they get treatment, we'll assume the healer is a bit better focused, maybe Intelligence 4 and 1 rank of either First Aid or Medicine (whichever is appropriate to the roll).

If the character gets a good night's rest, they recover wounds equal to their Toughness. Before getting out any dice, they can already recover 3 wounds per day.

They also get to roll their Toughness (and if they had Resilience trained, it would add a skill die), and they will recover 1 more wound for every Boon they get on the roll.  Assuming the default 1 Challenge die on the roll, that's on average about 0.2 additional wounds. Not much of a boost.

If the roll is successful, they may also convert one of the Critical Wounds into a Normal Wound (provided the critical's Severity rating is equal to or less than the number of successes generated). It's hard to count that towards the numerical amount of wound recovery per day, as it's sort of an apples-vs-oranges comparison. But it's gonna matter later in the Long-Term Care section, so I can't skip it.

At this point, a friendly healer could make a First Aid roll to help them recover. Each success they get on the First Aid roll adds an extra Fortune Die to the previously mentioned Resilience Check. So does 2 Boons on First Aid. For the character stats we're using, that's gonna average about 1.4 successes. So, they'll add 1 or 2 white dice to the Resilience check. 2 Die rolls have been made, and we've bumped the average healing up from 3 to about 3.5 wounds.

If the healer has Medicine trained, they can roll that. I think the rules intend for both First Aid and Medicine to be used on the same patient, but honestly they could be clearer. Since it works in the PC's favor, let's assume this doubling up is indeed what's intended. A successful Medicine check (regardless of the number of successes) adds an Expertise die to the resilience check. If you get 2 boons, that's another Expertise die. Having run the numbers, this seems to be pushing the average amount of healing up to about 3.8 wounds. The reason the jump is so small is because it's the Boons on the Resilience check that do the healing, not the (generally more numerous) Successes.  So we've made 3 rolls so far, to increase our total healing an average of less than 1 point. This is not encouraging.

From there the rules get weird. There's a section on Long-Term Care, such as granted if you convalesce at a Shallyan Hospice. This implies, but doesn't really state clearly, that such Long-Term Care can't be done by a PC. You could easily argue either way.  What are the benefits of Long-Term care? Well, they let the patient make a Resilience check, with one fewer Challenge die than the normal natural healing rate. It's unclear if this is a second Resilience roll, or if they just meant that the difficulty has been reduced of the roll described in the previous section. If it is a second roll, it's also unclear whether or not the bonus dice gained from the previous First Aid and/or Medicine checks apply to it, but since they aren't mentioned I guess I'd assume they aren't.  Instead of (or possibly in addition to?) those dice, you gain exactly 1 Expertise Die if the person providing the long-term care has Medicine Trained.

This roll (whether it's the original roll or an extra one, I still don't know) has an extra effect tacked on to it. It can heal "additional wounds" equal to the number of successes rolled, or convert a critical wound (into a normal wound) of severity equal to or less than the number of successes rolled. The later, as I already mentioned above, is already something that the roll could already do. Do they mean you can trade in the ability to convert a critical to instead recover extra wounds? Or do they really mean that you get a free bonus which is your choice of extra wound recovery or converting a critical? Also, it's unclear when you choose, if that's intended as a thing you do upon seeing the results of the roll, or if it represents two different types of treatment that must be chosen before rolling? It's really a hard paragraph to parse with confidence. So far though, we've been mainly worrying about Wound Recovery, not the conversion of Critical Wounds, so let's assume the PC in question mostly wants to recover from normal wounds. To keep from making my head hurt too much, I'm going to just assume this adds ~+2 wounds to the recovery total. In reality it's either slightly more or slightly less than 2, depending on whether or not this is an additional roll or a modification to the original Resilience check.

So now we've made either 3 or 4 rolls depending on how you interpret it, and are healing on average 5.8 wounds instead of the 3 we would have healed automatically if we'd just said screw it and not rolled at all. As specific one of those rolls contributed over twice the healing of the rest of them.

We're not done, but at least the confusing parts are almost over. Everything from here on out is easy to understand, though it seems to be lacking any breaks to keep it from running over the cliff.

Now we head into the "Immediate Care" section. The previous rolls were all predicated on getting a full night's rest and/or long-term care, and thus could each only be done once per day. Immediate Care can be done once per Act or Scene. Acts are a strange unit of time in Warhammer 3rd. Any given fight scene will consist of 1 to 3 Acts. There's no specific limit to how many Scenes or Acts can happen in a day (or session). How many times you can perform Immediate Care in a day is going to vary significantly depending on the pacing of your game, but it's probably safe to assume that it is a minimum of three times per day (given that it could be as many as 3 times in a single fight).

Immediate Care is a First Aid check, and every Success recovers a wound. With the stats we've been using, that's around 1.3 wounds per check.  There's more to it than that, as you can also use Immediate Care to temporarily suppress Critical Wounds (a reduced version of the daily checks to convert them). A bad roll on Immediate Care can generate stress and fatigue, but those are most irrelevant unless it's in the middle of a fight. Given that it's called Immediate Care, you might think it has to be performed immediately after the injury, but actually, per the rules as written, nothing stops you from using it hours or days after the initial injury. Also, nothing but your GM stops you from spamming the test repeatedly. It's pretty stupid.

So, we're now looking at 6 to 7 (or more) rolls, to heal on average 10 (or more) wounds. As the healer levels up, the output of the rolls will go up, so eventually you'll reach a point where you don't need nearly as many rolls before it stops being relevant.

There's also an Action you can buy, called Splints & Bandages. It's an action that pretty much completely overlaps with the Immediate Care rules. Instead of normal recharge tokens, it only recharges at the end end of an Act or Encounter. It's affects are almost identical to Immediate Care, except it recovers 2 more wounds than Immediate Care would if you manage to roll 3 or more successes. It's so similar, it seems redundant. As written, though, it's one more healing opportunity per Act, and generates on average about 1.7 wounds recovered at the skill levels we're examining.

Our running tally is up to 7 or more rolls, and heals over 12 wounds per day on average?  In case you were wondering, 12 wounds just happens to be the maximum amount of damage that the 3-toughness human character in question can survive. That's some pretty impressive healing (full recovery in a day), but boy does it take a lot of die-rolling. Any options for healing beyond this are starting to look redundant.

And that's just natural healing and first aid. We haven't even talked about magic yet. There are a number of spells or blessing actions that have the ability to recover 1 or more wounds. Unlike D&D, Warhammer spell casters don't have any "per day" spell limits. Wait a few turns (or take a Channel Power action) and you'll have all the power you need to cast your spell infinitely. Like immediate care, nothing in the rules stop you from having infinite healing out of the weakest first-level healing spell. If the GM has read the Tome of Adventure thoroughly, there's actually something to reign this in a bit. Turns in Warhammer aren't just seconds long, they're however long the narrative needs them to be. So a clever GM could use turn length and recharge rate to limit healing spell spam.... but if you do so, then magic healing is actually more restricted than First Aid. *sigh*

So basically, if you've got time to waste, and the GM doesn't mind you spam-rolling all your healing methods, you can recover far more hit points in a day then you are likely to have. At this point, I'd almost be happier with a rule that says "If anyone in the party has any healing method, all PCs are assumed to start every encounter fully healed." It would at least save us a half dozen die rolls per PC per day. When I say "any healing method", I should clarify that "at least 1 character with an Intelligence of 4 or 5, healing skills optionally" would certainly qualify. Immediate Care is the most broken part of the healing rules, and anyone can do it since First Aid can be used by an untrained character.

Oops, I forgot to mention the Healing Draughts! These are mundane medicines that can be purchased all over the Empire. Though mundane, they work quickly and are effectively a Magical Healing Potion. You're limited to drinking only 1 per day, but they instantly heal an average of 1.33 wounds when you do. They're also really expensive, at least compared to the spell and first-aid based healing methods that cost nothing more than an action. Healing Draughts may see use in a fight when your healer is busy helping someone else, but consuming them between battles is just wasting money if anyone in the party has First Aid or a healing spell. Of course, if your situation is dire enough to consider breaking out a Healing Draught instead of attacking or waiting till the fight is over, then you'll probably be needing a lot more than 1.33 points of healing. It's a little silly.

I think the sanest thing to do is throw out all the existing healing rules. Sometime soon I'll post the streamlined, stripped-down, and most importantly limited-by-logic version of them that I plan to use in my campaign.




Friday, December 28, 2007

Divine Wrath

There's a knack called Divine Wrath in Scion: Demigod. I never really looked at it before, not in any serious way. Now one of my players wants it. Problem is, when I look at what it does mechanically, I start to think it's broken.
  • It transforms your Grapple attacks into Aggravated Damage.
  • This means they heal very slowly and few powers can speed that up. I've already decided such powers didn't fit the setting. But without them, is Divine Wrath broken? Most NPCs aren't going to have access to that specific Knack or 7th-level Boon, so it makes no difference. Most NPCs die in battle, rather than escaping to heal later, anyway. Maybe that healing time is irrelevant.
  • The more important issue is Soak. A typical Elder (Legend 6) Giant soaks 20 levels of Lethal (24 levels of Bashing) but only 5 levels of Aggravated. So, comparing this to other powers: should 5 XP grant +15 levels (roughly 30 dice) of damage? The answer to that has to be "no", especially when you consider it's adding agg damage to an attack mode that already renders the foe inactive with a DV of Zero.
So, I need to: house-rule Divine Wrath, house-rule Agg soak, or just deny the Knack entirely. And I have to make that decision before the game this Sunday.

Tuesday, December 4, 2007

Defying your own Setting

The Scion RPG has a Knack called Regeneration. Basically, this means that for one sessions worth of XP, nearly any supernatural being can buy a power that fully restores a missing body part. They can activate this power for 1 temporary Legend point. A starting character can have 16 legend points, and easily restore 3 to 12 of them in a typical session. A God has at least 81 legend points, base.

Tyr's Hand
Odin's Eye
Hephaestus's Legs
Horus's Eye
Osiris's Schlong

Does anyone else see a conflict here?