New Dicipline Idea

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anyone think this is cool?

AWESOME! Why didn't I think of that?
3
23%
COOL! I thought of that a long time ago.
1
8%
EEH! If I thought of that I'd have kept it to myself.
3
23%
ICK! I'm glad I didn't think of that.
0
No votes
That's so horrible, I think I peed a little.
2
15%
It's an ok idea, it's the poll I hate!
4
31%
 
Total votes: 13
NewGuy
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Post by NewGuy »

cole45 wrote:that is already first aid. but slower. (and to neg 5 instead of 3) was that intended?
Yes, I figured since it is a Path skill in a discipline. I wanted it slower and with the timing restriction because the Medic isn't a healer. It probably should have an addendum about combining it with actual first aid, or something else added on to make it worthy of a level three... I dunno though.
cole45 wrote:I like the lvl 4 ability, but game stops are unlikely.
I just figured since Arcanes get to, it was fair-game.
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Post by cole45 »

i disagree. I think it falls along side of a paladin. clearly better for one path, but good for any. And there are 3 abilities there that don't currently exist. I really like the vl1 it is a very subtle, but good ability. great for a warrior who protects a healer on the battlefield.
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Post by cole45 »

arcanes and game stops are more like begrudginly accepted. if they could be done with out, they probably would.
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Post by NewGuy »

Another Idea I had (no idea yet how to work it in) is a meat-shield skill. Something to the effect that a player could absorb an attack that another target took (at double damage, or some other penalty) to prevent the original target from being interrupted. Possibly an arcane spell that links their essence or something, I'll think it over and come up with something
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Post by GM_Chris »

can't do the guard the PC. Could in a vid game, but no worky at a larp
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Post by Atrum Draconus »

That depends on the LARP type, you can do just that with certain skills in some LARPs. I don't see it being done in this one though. FH seems much less "anime" or "skill lack correctional" than some LARPS, meaning they don't have many skills that will allow you to do all sorts of combat things without actually doing them. If you wanna block hits for another PC you just have to get in there and physically block them.
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Post by WayneO42 »

I really like the concept of the Medic discipline. I would make a few changes though. For starters, the 4th level will never fly. It causes an out of game moment. I would also make it common lifestyle only.

Medic -Common

A general assistant on the field of battle. Medics are trained to prolong life until a surgeon can save it. However, even the most basic first-aid can sway the balance of life and death.

Level 1:drag

A level 1 Medic can "carry" two people simultaneously. This is accomplished by dragging the bodies rather than hefting them, and as such the Medic is limit to walking. This skill is restricted to Medium Armor.

Level 2: Administer

This skill allows the medic to increase the efficiency of any healing potion or salve effect by adding +1 to the total life points healed. This skill stacks with the Healer's "Administer Skill"

Level 3: Extend Life

This skill allows the medic to temporarily stabilize a target that is in negative life for up to two minutes. The medic needs to spend a life point and have someone stay with the patient, but not necessarily the medic himself or herself. The person left with the patient must stay in contact with the patient for the full two minute duration. If the medic is not involved then he/she must tell the stabilizer that if they cease what they are doing then the patient instantly dies. Unless other treatment is resumed by the time the two minutes are up the injured character dies immediately.

If the medic also has the Healer "Extend Life" skill, the time the patient is stabalized is increased from three to five minutes. This skill is restricted to medium armor.

Level 4: Assist

The medic may assist a healer performing the surgery skill and increase the number of life points healed from 10 to 15 however, this adds an additional 30 seconds to the time it takes to perform surgery. The life points healed through the surgery skill may not increase the patient's life point total beyond 0. If the medic has the surgery skill, they may also use the assist skill to increase the life points healed to 15.

In addition, the medic may assist a healer with preparing a body for resurection. This lowers the required chip draw by one but increases the time required to prepare the body by 1 minute. The chip draw may not be lowered below 1. If the medic has the Healer's "Mend the Vessel" skill, they may use the "Assist skill" at the same time.
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Post by GM_Chris »

You know I can like this.

Problem couuld be with a healer, this, and sage skill allowing level 1 potions to heal for 4.
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Post by WayneO42 »

They would have to spend 180 of their 335 points to be able to do it so it may not be that big of a deal. Any ideas for a skill to replace it?
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Kalphoenix
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Post by Kalphoenix »

True, but they wouldn't have many points left to be able to do anything else. If someone wants to pretty much be restricted to dishing out 4 point level 1 potions, why not?

Or you could switch up the level 2 and 3 abilities, it would make it cost more to purchase.

I really like the level 1 ability. It works in the rules and is still pretty cool...I also like the level 4. I think we need more abilities that "assist" another player...although as a level four it is pretty restricted as it requires another player to be useful. I would say allow the medic to assist multiple healers on surgery as long as they are in close proximity (Like a doctor's assistant in a triage ward). Or you could keep it the way it is, drop it to three and allow Medics to shorten the time needed for a healer to heal by one minutes (IE: 4 instead of five).
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Post by dier_cire »

I can think of one or two instnaces where another level of administer would be just gross. Swapping up levels 2 and 3 would be a good start (since they are in healer anyway).

The aid I'm not terribly fond of since I think we have too many skills in game to help people stay alive as is. But since it doesn't do anything that another discipline can't do better, I'm ok with it.
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Post by Atrum Draconus »

Uhm, just so it's said, another 20 (or 30) points on that total and you have level 1 alchemy. And I know I may not be the norm because I still have some potions left over from the olden days, but I have(er... have stashed away deep behind enemy lines) over 100 heal 1 potions. A 1st level alchemist could make 12 heal 1's an event, a 4th level alchemist could make 30. Heal 3's and 4's cost magic components as well.
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Post by Kalphoenix »

Also, it will depend on what changes/clarifications are made to alchemy in the off-season as to whether or not being able to toss out the equivalent of a heal 4 is unbalanced.

If potions are easier to disrupt while brewing (and can't be carried around while still in the process, unlike now), then there will be far less potions in the game making Administer less of an issue. Also, if a minimum size for potions is enforced, people will be able to carry around a lot less with them easily.

And you're right, basic alchemy is only 20 points. I'd have to do the math to see how viable being an administer potion-slinger is. Is it possible? Yes. Is it REALLY limited. Probably. I'd have to run the math. In theory, I think you could get +5 to potions with the sage-buff. Healer administer, Sage administer, Medic administer and sage-buff to administer.

I am in favor of a different skill than administrate anyway, even though this does fit the concept. An extra life-point might not be out-of place as a level 2 ability, considering this is the "Triage" sort of discipline that would fit well with a character who's goal is to retrieve the injured and keep them alive long enough for a healer to get to them.

How about something that allows the medic to stabilize multiple people at once? Or make that the dual skill with extend life instead of increasing that time to 5 minutes? Or making the extend life to five minutes the master skill? I still like the idea of a level four that supports a few healer abilities (something similar to sage-buffs, but restricted to certain heal-abilities and can only be performed while the Medic is assisting said Healer). I'm gonna write a few things up, I just wanted to write this down while I was thinking about it.

I don't see a problem with abilities like this that help keep people alive. It doesn't push soak up, it still forces people to make choices and it creates roleplaying and interaction between several PCs. Also, everything is still interruptible.
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Post by GM_Chris »

Well you can only have 1 sage buff so it would be 4.

You may have 100 potions, but you can only use 2 while in negs so that is neg 8. Basically uou get the 4th level potion heal effect without costing a magic component.

I will say I am absolutely in favor of physrepping all potions with some sort of vile. If that is not happening on its own then perhaps it does need to become inforced.
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Post by Kalphoenix »

Also, I realized I missed that last paragraph of Assist, which makes it pretty cool. I only saw the +5 to surgery count and not the reduced chip-draw.
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