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Independent Game Forums => lumpley games => Topic started by: Paul T on May 05, 2010, 01:25:34 PM



Title: [DitV + Afraid] Healing: rules differences
Post by: Paul T on May 05, 2010, 01:25:34 PM
Just a quick question:

Healing, fallout, and how they're different in Dogs and Afraid.

When the healer Takes the Blow:

* In Afraid, in a healing conflict, the person being healed takes d8 Fallout each time the healer Takes the Blow.
* In Dogs, the person healed takes no Fallout.

Why is this different? I just played a Dogs game with a serious, involved healing conflict, and I couldn't help thinking that I wished the person healed had an opportunity to reflect that experience through some Fallout.

When the GM Takes the Blow:

* In both versions, the Fallout is generic "GM" Fallout, right? So it's only used for bonus dice to follow-up conflicts, except for unusual circumstances (like struggling with angels, demons, or people's souls, etc).

Is that right? It's as much as I've been able to gather from the back-log on this forum.


Title: Re: [DitV + Afraid] Healing: rules differences
Post by: Noclue on May 05, 2010, 10:45:37 PM
* In both versions, the Fallout is generic "GM" Fallout, right? So it's only used for bonus dice to follow-up conflicts, except for unusual circumstances (like struggling with angels, demons, or people's souls, etc).

Why do I not understand this? What's GM fallout?


Title: Re: [DitV + Afraid] Healing: rules differences
Post by: Paul T on May 07, 2010, 10:38:13 AM
James,

It's nebulous and mysterious, like the Trinity.

When you run a healing conflict, who do you apply Fallout the GM takes to?


Title: Re: [DitV + Afraid] Healing: rules differences
Post by: Noclue on May 07, 2010, 05:51:14 PM
Ah, now I understand.