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46709 Posts in 5588 Topics by 13297 Members Latest Member: - Shane786 Most online today: 31 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: [DitV + Afraid] Healing: rules differences  (Read 1488 times)
Paul T
Member

Posts: 383


« 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.
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Noclue
Member

Posts: 351


« Reply #1 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?
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James R.
Paul T
Member

Posts: 383


« Reply #2 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?
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Noclue
Member

Posts: 351


« Reply #3 on: May 07, 2010, 05:51:14 PM »

Ah, now I understand.
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James R.
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