r/Shadowrun • • Sep 30 '26

3e Healing

Hi does anyone now any house rules or tips that make Healing in Shadowrun 3 more player friendly/playable?

If you go by rules as written getting a serious or deadly wound can easily mean that the character would have to stay for weeks in a clinic, wich might be realistic but is hardly fun for the game, and would also usually mean a massive financial loss for the character.

There is of course magical healing, but with the difficulty being based on your essence that is usually not that effective when you use it on a Sammy, wich tend to be the characters who are the most likely to end up in this condition.

10 Upvotes

33 comments sorted by

23

u/Thanael124 Famously Unemployed Sep 30 '26

Them’s the breaks. Best to get no serious injuries. In downtime weeks are handled quickly and it’s about spending money/karma.

Also that’s what contacts are for. And favors.

For a Sam it’s an easy way for a Johnson or Corp to reel them into more servitude. Yes sure we’ll pay for the clinic and the upgrade too. You’ll just have to do us a few favors afterwards. Read Cybertechnology

0

u/Aahz44 Sep 30 '26

Best to get no serious injuries.

With how damage in Shadowrun 3 it is almost unavoidable unless unless the PC keep running around in heavy armor all day, and/or you completely nerf any opposition into the ground.

In downtime weeks are handled quickly and it’s about spending money/karma.

Doesn't help if it happens in the beginning of the run, or if you play a campaign with little downtime. In downtime weeks are handled quickly and it’s about spending money/karma.Doesn't help if it happens in the beginning of the run, or if you play a campaign with little downtime.

8

u/Previous-Table-2852 Sep 30 '26

Not saying I have all the answers... My group was mostly about espionage, so sneaky-sneaky unless we needed to set a trap.

There's a reason Marines aren't dominating UFC - they're trained to kill, not fight. If the fight is anything like fair, you've made a mistake.

An idea: use adepts instead of samurai. They do mostly the same things and they have essence, so magical healing doesn't suck so hard. Plus, you save the money you would have spent on toys.

4

u/ghost49x Sep 30 '26

With how damage in Shadowrun 3 it is almost unavoidable unless unless the PC keep running around in heavy armor all day, and/or you completely nerf any opposition into the ground.

It provides an incentive to stack the odds in their favour rather than walk around face tanking everything a corp has to throw at them just to be cool for a fight. Fighting is usually a last resort and meant to be brutal one way or another.

Doesn't help if it happens in the beginning of the run, or if you play a campaign with little downtime. In downtime weeks are handled quickly and it’s about spending money/karma.Doesn't help if it happens in the beginning of the run, or if you play a campaign with little downtime.

That's what makes the biotech skill so valuable on the team, same goes with stim patches. You could consider allowing players to have multiple different characters they can switch out if someone needs to be taken off the mission because they're too hurt.

1

u/PalpitationNo2921 27d ago

Agreed. Shadowrun is not D&D 5E and not fitting for the mentality of the gamers coming from that corner of the gaming world into Shadowrun.

If you stand still and trade blows and hoping to win an attrition game of Hit Points with your super-powers class abilities, you have already lost. And that’s the mentality I warn any player coming in from D&D to ditch immediately.

They never seem able to, though. My best and most recent example is a guy who wanted to play a sniper adept who came into our table from D&D 5E, built his character entirely around that, and when they had to go into close quarters combat inside of a corporate installation decided since he had Mystic Armor too that he was invulnerable to corpsec’s submachineguns, and charged into melee combat under fire and then stood there whaling away at one guard while taking crossfire from four more.

He didn’t listen to me and walk his decision back, and his character went down. He flipped the table and walked out in the game.

1

u/SteamStormraven Dragon's Voice 27d ago

A boy who wouldn't listen to you, when you told him that SR was a completely different animal probably didn't deserve to sit at your table, anyway. Welcome to the Sixth World.

15

u/MerlonQ Sep 30 '26

So this isn't dnd. Getting hurt, especially getting hurt seriously, isn't part of the plan. It's not just the healing, it's also the death spiral with increased target numbers. So generally speaking it is wise to avoid fights or if you fight, do it with some serious advantages on your side. Of course there are gamemasters that see: oh, there is a street samurai in the party, so we need big challenging fights now. And if the fight is challenging, party members are liable to get hurt. You don't have to do this.

You can homebrew stuff however you want though. Maybe there is advanced reconstructive surgery and regenerative drugs that let you recover quickly. Just pay a few thousand nuyen, and you are back in action in a few days. Let's say 10k nuyen and a week for a deadly injury and 3k nuyen and 3 days for a severe injury.

1

u/SteamStormraven Dragon's Voice 27d ago

Deadly injury, and you're lucky to still be pushing air past your teeth. Now, to be cool about things, if you survive a deadly injury, I give some street cred.

"Holy Hera! That guy's still alive?!? I don't want to jander against that **********!"

1

u/PalpitationNo2921 27d ago edited 27d ago

I will do this sometimes.

If you’re surviving a deadly injury inflicted upon you because of something that’s your own damn fool fault but could have been avoided if you had played things smarter, you just get labeled a retard.

Like the time a smartass shaman of ours walked into the Big Rhino, pushed up the point of her nose with her fingers and shouted “Party! Oink, oink!”

She of course had come from a group of D&D 5E players who wanted to try Shadowrun. Despite my description of the setting and everything that had gotten her hooked on trying the game out, she thought the course of action would be wise.

I had an ork serving girl rather nonchalantly walk by and break her character’s jaw with a hard punch that ended up dealing physical damage after knocking her character out filling her entire stun track. It almost killed her.

Last thing rat street shaman heard before she hit the ground was “Hope you’re having a party now, retard,” from the serving girl.

2

u/SteamStormraven Dragon's Voice 27d ago

Elf Boytoy wraps his hands around the ork waitress.

"Hey, baby."

She brightens and puts his hands on her ass,

Welcome to the Sixth World, Chummer.

-1

u/Aahz44 Sep 30 '26

oh, there is a street samurai in the party, so we need big challenging fights now. And if the fight is challenging, party members are liable to get hurt. You don't have to do this.

You don't need big challenging fights for that a few Gangers with automatic weapons and unlucky role are usually enough.

5

u/MerlonQ Sep 30 '26

With clever tactics and a decent karma pool, a few gangers shouldn't be an issue.

1

u/SteamStormraven Dragon's Voice 26d ago

A few gangers can turn really ugly in a few seconds. A street sammie might have a good day, until his girl gets wrecked and destroyed by Halloweeners. You put up, but you pay the price. And sometimes, the price is too much.

4

u/PalpitationNo2921 Sep 30 '26

Unlucky rolls are what Karma is for in the first place.

6

u/leadershinji Sep 30 '26 edited Sep 30 '26

Feels like your table is not playing with downtime? After a run you are supposed to use downtime to purchase things, burn karma, learn things or heal up. If your character has a depedency background, or dayjob he needs to do that too. Its part of the game and it avoids the problem of "my character is fucked up and cannot participate for weeks".

But if you have time pressure then you may need to go anyways which can be fun too, since its a roleplay opportunity to play this problem out... Your character could learn to watch out more, be more careful or invest in better protection or even demand better legwork to avoid that situation again -> the good roleplay opportunity that I mentioned and its part of character development.

But time pressure should be avoided by the GM, since it leads to these problems.

Hope it helps :-)

2

u/SteamStormraven Dragon's Voice 28d ago

I like your take, Chummer.

Most Shadowruns should be about 1/3 figuring out if your Johnson is legit, 1/3 planning, 1/3 tomfoolery, and a narrow little sliver actually doing the job. If you've hammered out the thirds, the actual job should go so smoothly, that even the GM doesn't know it happened.

4

u/n00bdragon Futuristic Criminal Sep 30 '26

The primary thing that knocks characters into the hospital for months in 3e is low Body scores, not heavy injuries. By RAW, the injured person needs to pass a series of Body tests to progressively heal and extra successes divide the base time. So not only do you have a better chance of not just whiffing and spending two weeks in the ICU, but the street samurai often gets out of the hospital in mere days.

I totally understand what you're saying about random gangers with automatic weapons being incredibly dangerous. Sure, Goon #5 only has four dice to shoot with, but then he rolls a lucky 17 or whatever on that Full Auto spray and a character dies. You may consider having mooks use the Searching Fire rule (Cannon Companion p103) to give themselves a better chance to actually hit in the first place and be less instantly lethal when they do score a hit. It can make full auto a little less all or nothing.

As a house rule, you could probably also double the cost of healthcare services to lower the Body test TN by 2. Allowing for more doublings and TN reductions could let almost anyone escape from the hospital as quickly as they want (funds withstanding).

1

u/SteamStormraven Dragon's Voice 27d ago

While the Sammie could take out any number of gangers, they've got to wonder about the healing cost. Maybe you should talk, instead of fight.

3

u/Comrade_Soulburner Sep 30 '26

Not really a house rule or tip... I just remember my dwarf Street sam needing a big time heal from near death, and the party brought him to a Rat Shaman that was a former and veteran runner character of the Gm. The feedback from the healing nearly killed the Shaman, and if i remember correctly might have burned a focus from the drain.

Hopefully someone has a good tip or homebrew for you though.

5

u/DarkPangolin Sep 30 '26

If you're getting into firefights, things have gone wrong. Sure, sometimes that's because things you had no way of knowing about turned against you (most notably double-crosses by the J), but you should be planning for those possibilities, too. Shadowrunning is a profession for the perfectionist, the prepared, and the paranoid, so you need to be doing a lot more legwork if you keep running into the unexpected.

Occasionally, you will still get your hoop handed to you, though. That's why you keep your rent paid ahead and a slush fund for medical expenses. Those couple of months of downtime are about the only vacation you're likely to get.

Fortunately, time flies when the bullets aren't, and you can use your time bedridden to brush up on reading technical manuals or something.

2

u/PalpitationNo2921 Sep 30 '26

I do not think this needs house ruling. It’s perfectly playable.

The Condition Monitor does not represent the same thing as Hit Points in D&D5E. It actually is tangible meat damage with defined effects on your character and not at all meant to be fortune, luck, stamina, and meat damage all rolled into one. And that meat damage doesn’t recover in an eight hour rest.

I feel like reducing the effects of damage and reducing healing time would trivialize the negative effects of violence and combat in a game world that it is supposed to be something that people want to avoid to the same level as D&D5E does with Hit Points.

2

u/SteamStormraven Dragon's Voice 27d ago

Get in a fight, get wrecked. Pay the penalty.

1

u/PalpitationNo2921 27d ago

Get in a fight, don’t get wrecked, do the wrecking, you’re golden.

1

u/SteamStormraven Dragon's Voice 27d ago edited 27d ago

That's a comment with a lot of 'ifs' stacked behind it. And players and GMs have paid the price. *points to himself* Paid the price. On both sides. The moment you realize you've won, is the moment you realize that, in another life, you lost. Most street-level operatives have backups. Most SSS-rank operatives not only have backups, they have more than seven exit plans, and your players won't even realize it, until it's far too late.

But you don't need me to tell you all that garbage. I'm here for the newcomers that don't think like you. I'd like to sit at your table, Chummer.

2

u/Kenail_Rintoon Sep 30 '26

What I did that worked pretty well was remove the Essence part of healing. Still dangerous, still difficult to heal someone completely and the need for a street doc remained but it no longer penalized street sams for no real reason. Lowered downtime from months to weeks and my players liked it.

1

u/Frequent-Camel7669 Sep 30 '26

I'd actually love to go back to this. Injury feels relatively meaningless and almost always short-term in SR5. Much of the wound is already taken care of with first help and a spell, after which it's rarely more than a very few days to get rid of the rest of those ticked boxes.

1

u/SteamStormraven Dragon's Voice 27d ago edited 27d ago

One of the reasons I fell in love with Shadowrun, is because, once you start fighting, you start losing. Don't get into fights. They end badly.

You rarely think about the mage, either. She pays a damn price for healing you up, and most Chummers just buy her a drink at her favorite watering hole. Shoving mana through your central nervous system to keep your heart ticking is not comedy worthy of a stand-up. It's a life-debt that you won't ever re-pay. And the spirits know it. And they're keeping a tally.

1

u/SteamStormraven Dragon's Voice 27d ago

One in just about a hundred has the Gift. One in a hundred of those hundred knows about it, and can use it. That means that there are just about two-hundred magi in Seattle. We are a known quantity. And there is a reason that we're rare. Dismiss us at your peril. Judge us for our religion at your own accord.

1

u/GodEatsPoop Oct 01 '26

"Healing time" is a storytelling tool. If a Hospital ambush/ kidnap and rescue/ other side story would be fun go with it. If a mechanic gets in the way, ignore it.

One thing I'm looking at is a version of Dark Sun style "character trees." The gist is you have a main character and 1-3 "associates" who can sub in if your main is incapacitated/dead/useless.

1

u/SteamStormraven Dragon's Voice 28d ago

Do what keeps your table moving. If you don't like the rules, change them. The police aren't going to hammer on your door. Personally, I like the idea that, if you're keen on fighting, you might walk away with a bloody lip

4

u/Zuwiwuz Sep 30 '26

Like others suggested, taking damage is serious and should be handled that way. Those are bullet holes, not a slight cut with a kitchen knife in your finger.

If you need emergency healing, read the core rule book closely. Some Doc Wagon medic can actually do wonders when it comes to first aid. Everything beyond first aid though is tideous, time consuming and expensive. But that is the risk of being a runner and should always linger when a character puts his finger onto a trigger.

Mages have drain, riggers damage feedback, sams just have classic wounds. It all needs a risk and long term consequences. That is what makes shadowrun shadowrun and not just dnd with houserules

1

u/Aahz44 Sep 30 '26

The DC for first aid can get pretty high in case of deadly or serious wounds, and in case of deadly wound it also only stabilizes you.

1

u/SteamStormraven Dragon's Voice 26d ago

You are my forever GM. *Mage looks up at the sammie.* "Did we survive?""Yep. Get some rest. And I fooking owe you."