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[DitV + Afraid] Healing: rules differences
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Topic: [DitV + Afraid] Healing: rules differences (Read 682 times)
Paul T
Member
Posts: 369
[DitV + Afraid] Healing: rules differences
«
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: 304
Re: [DitV + Afraid] Healing: rules differences
«
Reply #1 on:
May 05, 2010, 10:45:37 PM »
Quote from: Paul T on May 05, 2010, 01:25:34 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: 369
Re: [DitV + Afraid] Healing: rules differences
«
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: 304
Re: [DitV + Afraid] Healing: rules differences
«
Reply #3 on:
May 07, 2010, 05:51:14 PM »
Ah, now I understand.
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James R.
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