[Rq-rules] Paralyzation and other unusual medical problems

Frank Filz ffilz-lists at mindspring.com
Tue Jun 20 12:43:57 PDT 2006


perala at cc.joensuu.fi wrote:
> Here is a question that I have been wondering for a while now: How
> could we add paralyzation into the rules of RQ. I don't mean
> paralyzation by spells or after hit locations hp are at 0. I mean
> spinal injuries and people in wheelchairs. I haven't really
> encountered any handicapped people in RQ-material, except couple of
> limbs lost due to Seal wound and various chaos features. Same thing
> goes for hernia and other medical conditions that are not caused by
> spreading diseases. The only time, when a person could theoretically
> get spinal injury is when chest or stomach lose twice their location
> hp and that is usually solved only by death or magical healing. Same
> thing applies to head injuries. I saw this movie called Flesh & blood
> where a nun got hit in the head with a sword and survived, but became
> mentally handicapped. I haven't seen the same possibility within
> current (RQ3) rulesystem. The question is: Are these medical
> conditions ignored in RQ-rules, or can we assume that the allmighty
> Healing-spell fixes all of these condition almost as soon as they
> appear?

I see two problems with this:

First, in general, it isn't fun playing a crippled PC. Second, given that 
there is magic to deal with severed limbs (and severed heads...), there 
would be magic to deal with the new conditions. The same or different 
spells? If different, it may become crazy how many different spells you need 
to be a competent healer (of course there's a crazy number of different 
modern medical specializations).

I guess in one sense, the problem comes down to what is really being added 
to the game by adding numerous different conditions? Either you create new 
ways for PCs to become crippled (and potentially unfun to play), or the 
differences are just waved away with generic healing spells.

Of course nothing stops you from giving NPCs any sort of special handicap 
you want. And if your players are willing to deal with it, you could have 
effects for them too.

One possibility (as Perala mentioned) is to have a possibility of a 
detrimental effect if a location is reduced to 0 or less. Set up a table 
based on hit location (and weapon? - and consider Ashley's comment about 
Chart Master I mean Role Master...).

Frank




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