On 04Jun2020 0839, xxxxxx@gmail.com wrote: > > > On Wed, Jun 3, 2020 at 2:10 AM Rupert Boleyn <xxxxxx@gmail.com > <mailto:xxxxxx@gmail.com>> wrote: > > > MgT's stat bonuses are more generous, so you can expect a +2 from End > unless you've low End. > > > Characteristic Modifiers > Characteristic Score Dice Modifier > 0 -3 > 1-2 -2 > 3-5 -1 > 6-8 +0 > 9-11 +1 > 12-14 +2 > 15+ +3 > > To get +2 from END, you need a 12. That's nowhere near a 6-8 average. > Down there, you get 0. I consider 8-11 to be typical character range > so that's either a +0 or +1. ...And that is what happens when you rely on memory - I remembered MgT used stat/3, and forgot that it also adjusted the bonus to be +0 for the common range of stats (i.e. the bonus is stat/3 - 2, rounded down). That throws everything else I said about MgT's low berths out. > > > GT's rules weren't perfectly safe: with a skilled attendant > (skill-10+, > which is fairly minimal but isn't nothing, about Medic-1 in CT/MT I'd > say) you were safe. Without an attendant, or with an unskilled > one, you > rolled your HT and on a critical failure (17-18 on 2d6 for almost > everyone) you died. Otherwise you were fine. > > TNE's rules were: Upon revival the attending character makes a > Difficult > roll vs Medical (Diagnosis). That's an unmodified roll on a D20 vs > EDU+Diagnosis (their 'asset'), and for anyone who's done a term of > training as a medical student that should be a 9 or better, even > if they > specialised in something other than diagnosis. A professional doctor > should have 12-16 or even more. A paramedic or nurse at least 8, > probably 10 or more. On a success (I'd give the attendant on your > average trader a 10- for 50% odds), it's all good. On a failure, > roll 1D6. > > 1-2: 1D6 damage to the chest, which doesn't start healing for 1D6 > days, > skin loses some tone and colour for 1D6 weeks, looking gray and > wrinkly. > [Note: 1D6 damage to the chest in TNE is trivial for almost everyone.] > > 3-4: 2D6 damage to the chest, which doesn't start healing for 1D6 > days, > poor motor function for 1D6 weeks, giving -2 Agility, and skin as 1-2. > > 5-6: 3D6 damage to the chest, no healing without surgery due to organ > damage. [This is the first amount of damage that might actually > result > in a penalty to the average PC from the damage itself. The book > doesn't > say, but presumably the Agility penalty from 3-4 also applies.] > > > That 50% odds of avoiding damage doesn't sound very practicable as any > commercial transit program. :) > Even a 10% shot at major chest damage is pretty grim. And having to > spend weeks recovering motor function and likely in hospital ($$$) > would really ruin any trip. Yes, it would. Say bye-bye to your skiing holiday. OTOH, if you're taking a holiday off-world, you're pretty much by definition not the sort who needs to use low passage. It makes frozen watches of questionable utility though, and even a fully qualified doctor will probably 'only' have Diagnosis-16 or so, so even with such a person attending there will be a significant number of people coming out with the shakes or worse. -- Rupert Boleyn <xxxxxx@gmail.com>