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Author Topic: Diseases and medicine  (Read 4358 times)

martinuzz

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Diseases and medicine
« on: August 11, 2010, 01:57:53 am »

With all the nice new healthcare skills, wouldn't it be nice to have some more work for our medical dwarves?
Not that I'd want to see DF turn into Dwarf Theme Hospital, but I think it would add nice flavour, and fun, to have some diseases.

New skill/job: Pharmacy / pharmacist
This dwarf makes various medicines at the alchemist's workshop, and administers those to diagnosed patients.
There's three types of drugs:
- liquids; stored in glass vials, and administered with a syringe, by the pharmacist. Wound dressing is required after this
- pills; administered by the pharmacist, no wound dressing required.
- gauze; made by pharmacist, administered by wound dresser

(Not-so-)new workshop: Alchemist's workshop

New item: syringe
needs: clear glass, steel, fuel, glass furnace

Medicine:
Spoiler (click to show/hide)

Diseases:
Spoiler (click to show/hide)

N.B.:
-When I use the term 'socializing' I refer to activities that lead to the increase of social skills
-since both Gnomeblight and Golden Salve see a use here, they *must* be available, either from the dwarven parent civ on embark, or at least guarantueed with elf/human traders

Immunity
:
When a dwarf is succesfully cured from Cave Rot, he becomes immune to Cave Rash, and to Cave Fever.


How it could work
:
Most medicines will be administered by the pharmacist. This could work similarly to the sherrif dragging prisoners to the prison: First, the sick dwarf heads to the hospital to be diagnosed. Then, the pharmacist picks up the medicines required, and proceeds to haul the sick dwarf to his office, and administers the drugs there.

Exceptions to this are strong painkillers and healing gauze. Those have to be administered by a surgeon, and a wound dresser, respectively.
Speaking of, strong painkillers should always be used before surgery (with a chance for drug addiction as a nice complication)

Whenever a treatment fails, your dwarves can try again, unless the patient dies

As for modifiers to healing chances based on medicine quality, I was thinking the following:
standard: -5%
well-crafted: base
finely-crafted: +5%
superior: +10%
exceptional: +15%
masterwork: +20%

Seeing diseases are already planned, I gave them some thought. Give me yours ;)
« Last Edit: August 11, 2010, 06:31:33 am by martinuzz »
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Medicine Man

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Re: Diseases and medicine
« Reply #1 on: August 11, 2010, 04:59:45 am »

I like this idea,but some of the cures are just plain stupid sounding (sorry but tranqilisers to cure drug addiction?) and some of the diseases just sound a bit stupid and too common,also infectious miasma would be cool :) it could be spread by coughing,infected vomit,infected blood or corpses.
« Last Edit: August 11, 2010, 05:04:54 am by Dwarf mc dwarf »
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thijser

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Re: Diseases and medicine
« Reply #2 on: August 11, 2010, 05:07:41 am »

Well gnomeblight is planned to become a strong poison I don't think you would want that in a medicine.
Futhermore antibiotics weren't known at the time (some people care for this but not me just be prepared for it.)
In general I think dwarfs would need their own medicine not human like medicines.

However you might be interested in the medical herb topic
http://www.bay12forums.com/smf/index.php?topic=59211.msg1329275#msg1329275

It might be a good idea to add diagnostics to this. If you only got a dabling diagnostic they might mistake one disease for another. If we take your diseases that might be that a medical dwarf mistakes Gaseous Guts for Various poisonings. The wrong treadment wouldn't work at all and it might even lead to a grudge against the medical dwarf if he continues to make mistakes.

Now diseases: some of them are quite good but for example Beard Rot is something that dwarfs would just life on with it's not that oncommon for dwarfs to have be beardless (I estemate that some 10% doesn't have a beard.) Futhermore for dwarfs alcohol is more basic then water so it's a bit weird that they are no longer able to drink it.

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Medicine Man

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Re: Diseases and medicine
« Reply #3 on: August 11, 2010, 05:19:27 am »

Maybe if your medical dwarf has a massive grudge against somebody and operates on them they could do a shit job of it?or maybe kill them?Or even give them a worse condition?
« Last Edit: August 11, 2010, 05:22:33 am by Dwarf mc dwarf »
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ZebioLizard2

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Re: Diseases and medicine
« Reply #4 on: August 11, 2010, 09:59:07 am »

Quote
antibiotics weren't known at the time (some people care for this but not me just be prepared for it.)

Yeah antibiotics weren't known to the PEOPLE themselves, but there were common cures that kept some people alive, some people realized certain plants had medicinal properties and ground them up (ancient china for example, or japan) While the dwarves would just be doing things their fathers or mothers knew, we know their curing. We could also make snake oil type things too, dwarves that are bad pharmicutals giving wrong antidotes, giving wrong medicinals and the like, or learning from their mistakes
(Oops, sorry Urist McSnakebite, I guess running was a bad idea to cure yourself afterall! Sorry Urist McFrostbitten, Rubbing snow into that just made it worse.)
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Foehamster

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Re: Diseases and medicine
« Reply #5 on: August 11, 2010, 10:38:28 am »

Pills didn't come around until the 20th century. Instead they had extracts, elixirs and tonics, which are all the same thing. Whatever the medicine was dissolved in alcohol. They also had herbal teas and the like (see Hungry Water).

http://en.wikipedia.org/wiki/Elixir#Composition
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ZebioLizard2

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Re: Diseases and medicine
« Reply #6 on: August 11, 2010, 10:55:36 am »

Then what would one use for like ground up type cures? (Referring to such as ground up plants being bound within something and eaten) Would that just be referred to as powder?
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Foehamster

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Re: Diseases and medicine
« Reply #7 on: August 11, 2010, 10:58:26 am »

Then what would one use for like ground up type cures? (Referring to such as ground up plants being bound within something and eaten) Would that just be referred to as powder?
I don't see why not.

Also balms/liniments for topical applications.

List of ways to take your medicine: http://en.wikipedia.org/wiki/Pharmaceutical_form
« Last Edit: August 11, 2010, 11:00:05 am by Foehamster »
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kiffer.geo

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Re: Diseases and medicine
« Reply #8 on: August 11, 2010, 11:13:20 am »

I'd say he's be an apothecary just to keep in theme...

diseases are already planed, aren't they?
Leeches applied to promote beard regrowth after catching the dreaded elf-pox... Don't worry it's only a name it's actually caused by a tiny parasite...
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Medicine Man

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Re: Diseases and medicine
« Reply #9 on: August 12, 2010, 03:34:40 am »

*Urist Mcozzy,legendary musician has developed Fumbling Fingers!*
Sorry I just had to write that.
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WormSlayer

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Re: Diseases and medicine
« Reply #10 on: August 12, 2010, 07:53:57 pm »

I'm still a bit disappointed sick dorfs drink water instead of a stupidly strong spirit! :P
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TheyTarget

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Re: Diseases and medicine
« Reply #11 on: August 12, 2010, 09:50:08 pm »

Well gnomeblight is planned to become a strong poison I don't think you would want that in a medicine.
Futhermore antibiotics weren't known at the time (some people care for this but not me just be prepared for it.)
In general I think dwarfs would need their own medicine not human like medicines.

Penicillin comes from Penicillium Chrysogenum which is a mold that grows inside on food. Its only reasonably that a race that lives inside 90% of the time would discover that before humans would. And elves probably never would.

I mean they live in caves and eat fungus.
« Last Edit: August 13, 2010, 03:26:07 pm by TheyTarget »
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TheGlassSpider

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Re: Diseases and medicine
« Reply #12 on: September 29, 2010, 07:49:28 pm »

The diseases and medicines are a great idea, but may I suggest that before going whole hog on that, we get the kinks worked out of the medical system first - I'm begging - please. I've had three chief medical dwarves of varying capabilities and not a single one of them will deign to diagnose a patient when he could stand around looking at a rough-hewn wall, even though they have a fully functional and well stocked hospital and absolutely NO other job whatsoever. :-(

I would like to kindly suggest that the medical personnel be programmed in a similar manner to the military - giving the capability to order the medical dwarves to do something immediately (like diagnose the dwarven baby who's been bleeding on her mother's back for a season now).

Thanks for the suggestion thread. I apologize in advance if this suggestion has been made elsewhere - I did search for it, but didn't see it.
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drkpaladin

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Re: Diseases and medicine
« Reply #13 on: September 30, 2010, 01:33:32 pm »

I know someone could probably easily mod it in there, but being able to request soap from caravans would be nice. I second the suggestion to have doctor dwarves be more highly motivated to actually look at a patient.

As it is currently, I miss the old system where one of my female dwarves had her eye ripped out in combat, which induced labor on the battlefield, strapping the baby to her back and continuing to fight, being unable to care for the baby because of passing out from pain, and solving the issue by slapping a mining pick in her hand and forcing her to slowly toughen up through backbreaking labor to the point where she was finally able to ignore the constant debilitating pain and care for herself and the child.  It was just more dwarvenly.

Stitching together body parts to make tireless undead servants to haul stone and guard children from snatchers would be a neat way to train up doctor skills when no one is hurt.
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smariot

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Re: Diseases and medicine
« Reply #14 on: September 30, 2010, 04:16:32 pm »

Well gnomeblight is planned to become a strong poison I don't think you would want that in a medicine.

Haha, dwarven homeopathy.
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