Bay 12 Games Forum

Dwarf Fortress => DF Suggestions => Topic started by: FreakyCheeseMan on April 12, 2010, 01:35:45 am

Title: Surgeon Practice
Post by: FreakyCheeseMan on April 12, 2010, 01:35:45 am
So, right now surgery seems like a tough skill to practice- you can only use it whenyou need it to work well, thus, tough to train.

Why not institute a system where they can practice on corpses?

Or, if we're talking evil- and when aren't we- captured enemies?
Title: Re: Surgeon Practice
Post by: Stromko on April 12, 2010, 04:52:04 am
Brilliant idea. +1. It would be very historically accurate. There could even be societies that frown upon this practice, as many did, eventually (many versions from now) leading to shady adventurer missions to procure fresh corpses and so on. :)
Title: Re: Surgeon Practice
Post by: Pilsu on April 12, 2010, 06:07:03 am
Should all sentient bodies be equal when it comes to practice? Being able to use dwarven corpses instead of just injured dwarves hardly solves the issue, it just makes the immigrantpult more efficient.
Title: Re: Surgeon Practice
Post by: Todestool on April 12, 2010, 07:55:55 am
Considering that most mammals are fundamentally similar, there's no reason to limit training to dwarf corpses.  Dissecting cats and pigs is still a standard part of biology training, so I'd say any humanoid composed of traditional tissues (NO magma man autopsies!) would work just fine.
Title: Re: Surgeon Practice
Post by: NinjaE8825 on April 12, 2010, 10:59:26 am
For total realism purposes, you would have several surgeondwarf skills, one for each type of creature, adding a fraction of your skill with similar creatures.

For a more workable system, just have autopsies give exp in order of most to least -
Dwarves, dwarfoids (gnomes, dark gnomes), sapient humanoids (elves, goblins, humans), humanoids (trolls, apes, fairies) mammals, non-mammals. Non-living stuff and HFS would give no exp (maybe occultism exp, though).
Title: Re: Surgeon Practice
Post by: FreakyCheeseMan on April 12, 2010, 11:38:00 am
If dwarven corpses are better/needed, maybe add an unhappy thought- "He was upset by a friend's remains being used for practice by medical interns", similiar to the corpse decay issue.
Title: Re: Surgeon Practice
Post by: sweitx on April 12, 2010, 04:01:43 pm
If dwarven corpses are better/needed, maybe add an unhappy thought- "He was upset by a friend's remains being used for practice by medical interns", similiar to the corpse decay issue.

Or maybe a personality based system.
"He was encouraged by a friend's remains being use to advance dwarven medicine."
Title: Re: Surgeon Practice
Post by: LaughingSkullGuy on April 12, 2010, 07:18:55 pm
I really like this idea. If it were to be implemented I'd have my butcher double as a surgeon.

URIST MCDWARF, BUTCHER REQUIRES FRESH MEAT

Title: Re: Surgeon Practice
Post by: Rakoth on April 12, 2010, 07:44:41 pm
You all realize, of course, that from here we can only go in one direction:

Frankenurist's Monster.
Title: Re: Surgeon Practice
Post by: LordShotGun on April 12, 2010, 07:52:12 pm
There is a thread with a modded workshop that allows surgeons to practice and train up.
Title: Re: Surgeon Practice
Post by: varkarrus on April 12, 2010, 08:00:43 pm
It shouldn't train him up perfectly. Under a real situation, there will be stress, and it might get to him.
Title: Re: Surgeon Practice
Post by: FreakyCheeseMan on April 12, 2010, 11:42:21 pm
I'd like to do it with a cap on how high he can train through corpse-practice, and make it stop giving XP after he reaches that point, but that doesn't seem very DFenly.

The closest parallel is the military, and there's no limit on how high they can train without facing a "real" opponent.
Title: Re: Surgeon Practice
Post by: Draco18s on April 13, 2010, 11:57:33 am
If dwarven corpses are better/needed, maybe add an unhappy thought- "He was upset by a friend's remains being used for practice by medical interns", similiar to the corpse decay issue.

Would they know? (http://www.amazon.com/Stiff-Curious-Lives-Cadavers-ebook/dp/B000SEIV9K/ref=sr_1_fkmr1_3?ie=UTF8&qid=1271177820&sr=8-3-fkmr1)
Title: Re: Surgeon Practice
Post by: ZeroGravitas on April 13, 2010, 12:33:28 pm
Considering that most mammals are fundamentally similar, there's no reason to limit training to dwarf corpses.  Dissecting cats and pigs is still a standard part of biology training, so I'd say any humanoid composed of traditional tissues (NO magma man autopsies!) would work just fine.

You'd probably want to limit to mammalian autopsies still. Slugman autopsy probably wouldn't help  much.
Title: Re: Surgeon Practice
Post by: profit on April 13, 2010, 12:47:29 pm
You'd probably want to limit to mammalian autopsies still. Slugman autopsy probably wouldn't help  much.

Not with surgery but I bet it would help the military if they knew where its heart was.
Title: Re: Surgeon Practice
Post by: Rowanas on April 13, 2010, 12:51:34 pm
But slugman corpses may have the same consistency as a particular part of the dwarven body, and therefore be unspeakably useful for treatment of that particular organ and useless for everything else (which would manifest as normal experience gains overall).
Title: Re: Surgeon Practice
Post by: dennislp3 on April 13, 2010, 02:40:04 pm
http://www.bay12games.com/forum/index.php?topic=54109.0

in my post I cover the idea of illnesses and random (realistic) health issues to help train doctor skills....seems more realistic than just having a training dummy or something (I like the autopsy idea...but that requires bodies which can be hard to get in there own right)

I know some things like gall stones and stuff in real life can require surgery
Title: Re: Surgeon Practice
Post by: Ilmoran on April 13, 2010, 02:53:46 pm
I'd like to do it with a cap on how high he can train through corpse-practice, and make it stop giving XP after he reaches that point, but that doesn't seem very DFenly.

The closest parallel is the military, and there's no limit on how high they can train without facing a "real" opponent.

You could always limit the workshop to not accept people over "Expert" skill level (or whatever you decide is appropriate).  But that's player-side limiting, not a limitation imposed by the system.