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Author Topic: Best method to account for basic prosthetic hands/feet?  (Read 607 times)

dgorsman

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Best method to account for basic prosthetic hands/feet?
« on: 10 November 2022, 17:43:15 »
Something I've wondered about for a bit.  When using the detailed medical/injuries, personnel can lose hands, feet, and limbs with associated penalties.  What's the best way to account for modifications from simple prosthetic on skill use?
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Jayof9s

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Re: Best method to account for basic prosthetic hands/feet?
« Reply #1 on: 10 November 2022, 18:13:17 »
I designed the advanced medical system - while we never got around to implementing the replacement parts, I always had basic prosthetics offset the penalty by 1. Advanced prosthetics by 2. And clan limb regrowth by the full 3.

Off the top of my head, I typically required a few weeks/months for the pilot to adapt to the new limb. A few weeks for +1, a few months for +2 and full regrowth offsetting the full penalty after about 6 months.

dgorsman

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Re: Best method to account for basic prosthetic hands/feet?
« Reply #2 on: 11 November 2022, 14:16:48 »
The offset, is that adjusting the skill value or adjusting the bonus value?
Think about it.  It's what we do.
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Thunder LRMs: the gift that keeps on giving.  They're the glitter of the BattleTech universe.

Taron Storm

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Re: Best method to account for basic prosthetic hands/feet?
« Reply #3 on: 11 November 2022, 15:38:18 »
I would say the bonus value on the skills that it affects.

Jayof9s

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Re: Best method to account for basic prosthetic hands/feet?
« Reply #4 on: 13 November 2022, 11:31:04 »
Yep, using the bonus value!

dgorsman

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Re: Best method to account for basic prosthetic hands/feet?
« Reply #5 on: 15 November 2022, 11:35:39 »
Cheers.   :thumbsup:
Think about it.  It's what we do.
- The Society

Thunder LRMs: the gift that keeps on giving.  They're the glitter of the BattleTech universe.

Iceweb

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Re: Best method to account for basic prosthetic hands/feet?
« Reply #6 on: 15 November 2022, 11:41:45 »
I'm a simple man.  Once the prosthetic limb was sourced, paid for (out the nose usually), and delivered;  I changed the injury to a broken bone type, and overwrote the fluff text that the limb was cybernetic.  Once the "broken bone" healed the pilot was assumed to be able to use without additional difficulty. 

The cybernetic limbs were normally good enough to not apply penalties at the TW level, as they tended to be sourced from the best the IS could do in the time period (with appropriate CBill cost) along with keeping bookkeeping clean.   But obviously if a wooden peg leg was attached instead of a state of the art cyberleg additional penalties could be applied. 

ThePW

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Re: Best method to account for basic prosthetic hands/feet?
« Reply #7 on: 15 November 2022, 18:31:13 »
I know this involves more added code but i think having basic prosthetic limbs/hands/feet IG serves another purpose: What if you lose a limb AGAIN? Ice web makes a good point but what if....?
Even my Page posting rate is better than my KPD rate IG...

pheonixstorm

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Re: Best method to account for basic prosthetic hands/feet?
« Reply #8 on: 15 November 2022, 18:48:11 »
I've been wanting to add code for it but haven't got around to it.

As for a lost limb a second time around, just buy a new one and wait x amount of time for healing. At the TW level you can call it a repair or replacement and pay full price. The amount of time it takes for a repair probably isn't part of the AToW rules, so decide how you want to handle it.

At least those are my thoughts on it.

 

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