Tojurub's Ideas
Posted: Tue Sep 09, 2003 3:48 pm
Copied from the Hotlist thread.
I quite like the idea of the apoth roll having a more variable outcome - however when the apoth works it should leave the player prone, not stunned. At the moment there is the tactical use of the apoth which I'd hate to see removed.Tojurub wrote:6.) The use of the apothecary should be modified or at least put into an experimental rule. I actually have two ideas:
a) On a roll of 1D6 the apothecary can do the following:
- 1: he fails, injury/death occurs
- 2: the player is healed but placed in the KO box since he's pretty roughed up and the apothecary needs a little mor etime to heal him
- 3: the player is brought into the Reserve box since it was mor complicated than the apothecary thought.
- 4-6: The player is stunned
Also, the apotecary can heal injuries caused by the crowd, i.e. on a roll of a 3+ the player is in the reserve box
b) Give the apothecary a little more freedom to heal. Meaning death has to be healed right away (I mean the bleeding has to be stopped immediatelly!!!), but in case there was a serious injury, the head coach can advise the apotecary to wait with the healing of SI until the end of the game. In that case the apothecary can wait to see if something more serious (DEATH) happens, but his presence is not completely wasted in case there was only a SI and no death. As a little trade-off, here's a compromise: In case the apothecary decides to heal the injury later the result will be only "Miss next game" instead of getting a stat decrease.