Topic: [DitV + Afraid] Healing: rules differences
Started by: Paul T
Started on: 5/5/2010
Board: lumpley games
On 5/5/2010 at 9:25pm, Paul T wrote:
[DitV + Afraid] Healing: rules differences
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.
On 5/6/2010 at 6:45am, Noclue wrote:
Re: [DitV + Afraid] Healing: rules differences
Paul wrote:
* 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?
On 5/7/2010 at 6:38pm, Paul T wrote:
RE: Re: [DitV + Afraid] Healing: rules differences
James,
It's nebulous and mysterious, like the Trinity.
When you run a healing conflict, who do you apply Fallout the GM takes to?
On 5/8/2010 at 1:51am, Noclue wrote:
RE: Re: [DitV + Afraid] Healing: rules differences
Ah, now I understand.