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Blood as a characteristic.

Started by Cylonophile, October 27, 2010, 12:23:18 AM

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Narf the Mouse

Quote from: Narf the Mouse;412915Because it could determine whether a character lives or dies during a blood-transfusion, you out-of-control Tourettes machine.

That, and your own opinions are just that, not law given from on high, so don't pretend everyone has to agree with them.

Finally, if you can't make a point without profanity, the point probably wasn't worth making in the first place.
I apologize for my contribution to the rudeness.
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GrimJesta

Quote from: RPGPundit;412914Fuck your mother.

RPGPundit

Man, I love Pundit.

But in a much less harsh manner, I agree with him. It is totally unnecessary. No game, and I mean NO GAME, I can think of has healing rules so complex that blood type comes into play or would be better off if it did. Medicine and healing is always abstract compared to the real world. I'd wager that the vast majority of gamers want to kill shit, blow shit up, solve mysteries, save galaxies, become king... whatever.

It just seems unnecessary. Basically, this:

Quote from: Cranewings;413022I disagree. I don't see how it will help do anything other than bring to the front, the players' lack of knowledge. You already have to have a broad knowledge of how things work to be a gamer; it seems silly to force people to learn about the logistics of running a blood bank, or how much blood is used in a surgery of various severities, vs. How quickly blood can be harvested from donors, and so on. I think all of that should be included in the doctor's saving you roll, and reflected as a bonus or penalty based on the quality of his facilities.

-=Grim=-
Quote from: Drohem;290472...there\'s always going to be someone to spew a geyser of frothy sand from their engorged vagina.  
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GrimJesta

Quote from: RPGPundit;413551On that topic, in my decades of gaming I have never ONCE been in or seen a situation where the idea even remotely came up that a character should need a blood transfusion.

Also: I've seen two that I can remember: one in a Hunter the Reckoning game and one in Dark Conspiracy. Know how they were done? A simple medicine or healing skill check (however the system does it) with penalties/bonuses for equipment and conditions. No one cared about blood types. I'm sure some gamers might, but since we're people with imaginations, I don't see why those that care couldn't make a house-rule for it.

-=Grim=-
Quote from: Drohem;290472...there\'s always going to be someone to spew a geyser of frothy sand from their engorged vagina.  
Playing: Nothing.
Running: D&D 5e
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GRIM

Blood! does indeed have blood type, rules for on the spot, amateur blood transfusions etc.

Blood! is the important health stat in the game, HP just determines when you start taking automatic criticals.
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No, seriously, fuck your mother.
This shit is retarded.

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crkrueger

I could see this maybe in "Extreme Roleplaying" in a Post-Apocalyptic world, but the problem with hyper-realism has always been "When does it stop?".  What about broken bones, organ injuries, infection, does your character need glasses?  Want to play a game where finding the right prescription glasses is your character's primary goal in life?

If you really want it that bad, give yourself a disadvantage "Rare blood type" that gives anyone trying to heal you a penalty or something.
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Kyle Aaron

Quote from: Narf the Mouse;412915Because it could determine whether a character lives or dies during a blood-transfusion, you out-of-control Tourettes machine.
Normally that's what we have dice rolls for.

I mean, you can roll to see whether you've got the right blood type stored up and then apply First Aid skill, or you can just roll for First Aid skill, if you get a critical failure, woops, we didn't have your blood type - or we accidentally cut the wrong spot, or whatever.

You can go,

realism + abstracted dice roll ---> result

or

abstracted realism + abstracted dice roll ---> result

In my experience, it doesn't make much difference. The correct blood type is just one of many, many factors which affect the survival of a casualty. If you're going to bring that in, you could bring a lot, lot more in.

Systems where you have hit points and wound levels and so on are strongly abstracted anyway. Having blood types would take it to an incongruous level of detail. Why bring in blood types but not the local environment being hot or cold, the nutrition and intoxication status of the casualty, or a thousand other things which affect someone's survival?

Why that detail and not others?

In any case, unless the person has lost all but a pint or so of their blood, the major danger from blood loss is hypovolemic shock - simply by losing a certain amount of fluid volume in the circulatory system, the person goes into shock. It's also senseless to keep putting blood in them while they're haemorrhaging. So they give them other IV fluids. This keeps the person alive long enough for the haemorrhaging to be stopped or controlled and the necessary blood types to be found.
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GrimJesta

Quote from: CRKrueger;417298If you really want it that bad, give yourself a disadvantage "Rare blood type" that gives anyone trying to heal you a penalty or something.

A rather eloquent way of handling it without needing an extra layer of rules (i.e. blood types). *golf clap* Excellent. Most excellent.

-=Grim=-
Quote from: Drohem;290472...there\'s always going to be someone to spew a geyser of frothy sand from their engorged vagina.  
Playing: Nothing.
Running: D&D 5e
Planning: Nothing.