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Health Panel rework?
#2
You're making those out of salt, boy. Welcome to the salt mines. Jkjk.

Oh right. I kind of disagree with this because it's quite easy to get rid of them too. It's not hard at all to cure wounds and injury, all you need is to have a certain sub-talent and win a fight, and you get auto-cured up to moderate levels.

What I'd really want for injury is an option to self-inflict them for RP reasons. (Or allow you to inflict them on other people, out of combat.) The reason's quite simple. Drama. Let's say as an example that in some serious combat situation you got hit by a quadriflucker superpowered GETSUGA... SHIN..KEN...!!! that did 625 slash physical damage and now you're hanging low at exactly 2 HP, but you were lucky enough to not score an injury that's pretty much well-deserved?

You'd go to the chat bar and type 'inflict-injury' and a prompt would come up so you can browse injury options to afflict yourself with for fluff, and then proceed to go. "ARRGHHGHHHEHRHRHH-- *flop*." while birds flock and swirl above you.

Or out of combat when you score a 1d100 = 100 against someone's 1d100 = 1 and proceed to critically harm them with a potent stab wound with your banana katana? 'inflict-injury', select someone within 1 range, prompt for all injuries appear so you can pick one, prompt opens to the enemy and asks them if they want or not to be inflicted with what you propose.

It's what we need for serious RP situations, most likely. Also give an extra reason for people to visit hospitals due to their cold and boo-boos. (Yeah, Dev. We got a hospital in Cellsvich.)
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