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Author Topic: Medical treatement in Adventure Mode.  (Read 5651 times)

CaptainMcClellan

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Medical treatement in Adventure Mode.
« on: September 19, 2014, 02:42:52 pm »

Nothing super advanced, but I think that an adventurer should be able to do things like lance infected pustules, amputate small appendages, bandage self, disinfect wounds ( which I believe can already be done? ), and leech off fevers. Of course, success in this would be based on a variety of skills including will-power, analytical ability, kinesthic sense, and perhaps a new medical skill. Also, reactions for surgery on companions and appropriate reactions would be nice with all sorts of new possibilities. I imagine it would be quite difficult to implement, but I suppose it could be feasible to do by DF2016 and I hope that Toady does because it sounds like a lot of fun to cruelly experiment on save the lives of my companions. Also being able to antidote minor syndromes would be nice if it's not already possible. Perhaps willow bark tea to bring down fever? Whatever's not too crazy, I guess.

GoblinCookie

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Re: Medical treatement in Adventure Mode.
« Reply #1 on: September 20, 2014, 11:10:57 am »

Nothing super advanced, but I think that an adventurer should be able to do things like lance infected pustules, amputate small appendages, bandage self, disinfect wounds ( which I believe can already be done? ), and leech off fevers. Of course, success in this would be based on a variety of skills including will-power, analytical ability, kinesthic sense, and perhaps a new medical skill. Also, reactions for surgery on companions and appropriate reactions would be nice with all sorts of new possibilities. I imagine it would be quite difficult to implement, but I suppose it could be feasible to do by DF2016 and I hope that Toady does because it sounds like a lot of fun to cruelly experiment on save the lives of my companions. Also being able to antidote minor syndromes would be nice if it's not already possible. Perhaps willow bark tea to bring down fever? Whatever's not too crazy, I guess.

I do not think the adventurer should do those things.  I think they should be able to request medical treatment from the appropriate NPCs. 
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Witty

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Re: Medical treatement in Adventure Mode.
« Reply #2 on: September 20, 2014, 11:12:59 am »

Getting access to some basic first aid would be nice. +1
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Two

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Re: Medical treatement in Adventure Mode.
« Reply #3 on: September 20, 2014, 11:45:15 am »

Indeed. My Adventure broke a leg and was forever forced to crawl.
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Z1000000m

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Re: Medical treatement in Adventure Mode.
« Reply #4 on: September 20, 2014, 01:08:34 pm »

I do not think the adventurer should do those things.  I think they should be able to request medical treatment from the appropriate NPCs.
Im pretty sure that stuff like bandaging wounds and disinfecting was in use during the times long by, even if it was crude stuff like using heated metal to cauterise the wound.
Besides, having it be 100% reliant on nps doesnt solve the problem of bleeding out from minor cuts.
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CaptainMcClellan

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Re: Medical treatement in Adventure Mode.
« Reply #5 on: September 20, 2014, 01:35:09 pm »

I do not think the adventurer should do those things.  I think they should be able to request medical treatment from the appropriate NPCs.

That doesn't help anyone when you're halfway to Narnia to go kill a hill titan and you'd be dead by the time you reached the nearest town.

Azerty

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Re: Medical treatement in Adventure Mode.
« Reply #6 on: September 20, 2014, 06:04:03 pm »

Nothing super advanced, but I think that an adventurer should be able to do things like lance infected pustules, amputate small appendages, bandage self, disinfect wounds ( which I believe can already be done? ), and leech off fevers. Of course, success in this would be based on a variety of skills including will-power, analytical ability, kinesthic sense, and perhaps a new medical skill. Also, reactions for surgery on companions and appropriate reactions would be nice with all sorts of new possibilities. I imagine it would be quite difficult to implement, but I suppose it could be feasible to do by DF2016 and I hope that Toady does because it sounds like a lot of fun to cruelly experiment on save the lives of my companions. Also being able to antidote minor syndromes would be nice if it's not already possible. Perhaps willow bark tea to bring down fever? Whatever's not too crazy, I guess.

I do not think the adventurer should do those things.  I think they should be able to request medical treatment from the appropriate NPCs.

Why shouldn't the adventurer be able to, when reading and apprenticeships are implemented, learn himself medical skills and heal his party members and do first aid on himseld?
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Ngosp Umbabok

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Re: Medical treatement in Adventure Mode.
« Reply #7 on: September 20, 2014, 11:24:08 pm »

wounds can currently be healed by fast-travel and by retiring

the only real issues is if the tendon/ligaments/nerve are torn to the point of permanently losing control or if your wound gets infected(not sure if retiring cures infection).

with infection at least there are several options that could be done such as herbal teas or cleaning wounds to preemptively stop infections such as is done in the Cataclysm DDA roguelike game

as cuts and those sorts of wounds are healed by the fast-travel after combat it might be necessary to lessen FT-based healing in order to make further changes to healing wounds that are somewhat realistic such as bandages and so forth
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Pwned dwarf

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Re: Medical treatement in Adventure Mode.
« Reply #8 on: September 21, 2014, 04:17:00 pm »

perhaps only dwarves could give safe and effective treatment, because they are the most advanced. Knowing that, I made a list of who has the best treatment and why.

1. Dwarves: They have soap, and other stuff because they have the best technology
2. elves: they have knowledge of plants and know of plants with healing chemicals (they can't do anything but disinfect wounds, give crutches and speed heal rates for some time with herbs and stuff, they don't do stuff like heated metal and surgery, and they can give splints or leeches) also gives a reason to not kill all the hippies
3. Humans: they have dirtier stuff, so like in medieval times, actually do harm to someone. They may use heated metal, and if they do surgery you have a good chance of dying.
4. kobolds: assuming they have medical stuff they are going to be dirty. and don't have as good stuff as any other race
5. goblins, assuming they all don't suicide against you or run, goblins will have extremely dirty gear, but besides that they are as good as humans.
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NAV

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Re: Medical treatement in Adventure Mode.
« Reply #9 on: September 21, 2014, 09:41:06 pm »

I 100% want adventurer healing to be added. What's the point of having a complex injury system if there's no medical system to go with it.
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RenoFox

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Re: Medical treatement in Adventure Mode.
« Reply #10 on: September 22, 2014, 02:02:47 am »

I approve of this suggestion. Healing by fast travel is silly; in Dwarf Fortress you should stop your bleeding asap, splint broken bones, and then just begin the slow process of recuperating.

Naturally surgery on yourself should still be nigh-impossible, but basic first-aid should be a necessity for survival.

Aquillion

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Re: Medical treatement in Adventure Mode.
« Reply #11 on: September 22, 2014, 09:02:36 am »

Well, yes and no.

The difference between adventurer mode and dwarf mode is that in adventurer mode, you control one character and, by default, have to sit through everything that happens for them.  It's fine for Dwarf Mode to say "this dwarf has to convalesce for half a year", but if Adventurer mode is going to do the same thing, it needs some sort of timeskip option.

(In that respect, "retire to heal" makes some sense, although of course it ultimately needs to track what happens in terms of healing and then tell you when you come back rather than just healing you automagically.  It also needs a way to track your friends, allies, and resources meaningfully, so when you retire the game will understand that you are taking a retirement under the care of your doctor companion who will try to fix your wounds so you can come out of retirement later.)
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Findulidas

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Re: Medical treatement in Adventure Mode.
« Reply #12 on: September 22, 2014, 03:50:44 pm »

Indeed. My Adventure broke a leg and was forever forced to crawl.

Cant a crutch be used? And then abuse the fact that you can grasp two things in one hand and have a shield in it as well.
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CaptainMcClellan

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Re: Medical treatement in Adventure Mode.
« Reply #13 on: September 24, 2014, 01:39:39 am »

Well, yes and no.

The difference between adventurer mode and dwarf mode is that in adventurer mode, you control one character and, by default, have to sit through everything that happens for them.  It's fine for Dwarf Mode to say "this dwarf has to convalesce for half a year", but if Adventurer mode is going to do the same thing, it needs some sort of timeskip option.

I'm not saying that. I'm just saying that it's a matter of:
  • bleeding? Use bandages.
  • broken bone? Use a splint.
  • Infection? Pour some whisky in it.
  • Comrade have smashed arm? Amputate.
  • Have a fever? Chew some willow bark.
  • Broken rib? Use some cloth to bind the chest.
  • Open wound? Sew it shut.

Stuff like that just to get you moving again.

And I don't know if I'm just a bad adventurer or if you all know some magical secret that I don't, but I can never find a doctor that actually dispenses any kind of medical treatment, so self-reliance should at least be possible. Even improvised stuff like using fish bone to hold a wound shut. Besides, it adds to the badassery of our epic heroes and it's not unrealistic or anachronistic in my opinion. [/list]