First Aid?
First Aid?
How do you guys handle first aid in your games?
Do you make the PCs roll for it or is it assumed/RPed and assumed to be done in order for natural healing to take place?
Part of me loves the simplicity of the role-play only option but in grittier games, a roll could up the tension.
P.S.
If rolled, should it test Wisdom or Intelligence? My personal take at this point would be Wisdom.
Do you make the PCs roll for it or is it assumed/RPed and assumed to be done in order for natural healing to take place?
Part of me loves the simplicity of the role-play only option but in grittier games, a roll could up the tension.
P.S.
If rolled, should it test Wisdom or Intelligence? My personal take at this point would be Wisdom.
serleran wrote:
I use the spell...
Ditto.
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Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
- Omote
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I use a skill system in my games, one of which happens to be the First Aid skills. Alternatively, such that roll be failed, there is always the spell.
...............................................Omote
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...............................................Omote
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- gideon_thorne
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Any character class who has a reasonable chance of knowing the properties of herbs, basic anatomy and can tie a string can make a check in my game. Particularly Druids, Rangers, Bards, Clerics, Mages, and Rogues.
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"We'll go out through the kitchen!" Tanis Half-Elven
Peter Bradley
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"We'll go out through the kitchen!" Tanis Half-Elven
Peter Bradley
"The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout, 'Save us!' And I'll look down, and whisper 'No.' " ~Rorschach
I assume that anyone with bandages is capable of stalling death for any character that has dropped to negative hit points.
Barring availability of bandages, the First Aid spell will work for the same purpose.
Another assumption that I have is that all classes are taught limited wound tending. I want to be fair to my players and while I have no qualms about killing off a character or two, I want to provide ample opportunities for players to keep that from happening.
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Barring availability of bandages, the First Aid spell will work for the same purpose.
Another assumption that I have is that all classes are taught limited wound tending. I want to be fair to my players and while I have no qualms about killing off a character or two, I want to provide ample opportunities for players to keep that from happening.
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rabindranath72
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I created this secondary skill, for use with the CZ rules.
HEALING
(intelligence and wisdom prime / wisdom)
This skill allows a trained character to impart healing. It is both an art and a science, mostly developed in those time periods (e.g. Age of Despair and early Age of Mortals) when clerical aid is not available.
A proficient healer, in addition to being skilled in medical procedures such as stitching, amputation and cauterization, has extensive knowledge of herbs, alchemical compounds and poisons, and how to apply them to heal. Depending on the cultural background, an healer may be literate.
Under the care of an healer, the rate at which hit points are regained is doubled (C&C PHB p. 120).
An healer can apply his techniques to the same effects of the Delay/Neutralize Poison ability of rangers.
In addition, if an healer takes care of a wounded character, he can transform any lethal wound (i.e. any single batch of hit points inflicted with one attack) into subdual damage, if the wound has been inflicted in the last turn.
An healer can take care in a day of up to 4 persons per skill level.
A ranger with this skill adds +2 per level of the skill to Delay/Neutralize Poison ability checks.
HEALING
(intelligence and wisdom prime / wisdom)
This skill allows a trained character to impart healing. It is both an art and a science, mostly developed in those time periods (e.g. Age of Despair and early Age of Mortals) when clerical aid is not available.
A proficient healer, in addition to being skilled in medical procedures such as stitching, amputation and cauterization, has extensive knowledge of herbs, alchemical compounds and poisons, and how to apply them to heal. Depending on the cultural background, an healer may be literate.
Under the care of an healer, the rate at which hit points are regained is doubled (C&C PHB p. 120).
An healer can apply his techniques to the same effects of the Delay/Neutralize Poison ability of rangers.
In addition, if an healer takes care of a wounded character, he can transform any lethal wound (i.e. any single batch of hit points inflicted with one attack) into subdual damage, if the wound has been inflicted in the last turn.
An healer can take care in a day of up to 4 persons per skill level.
A ranger with this skill adds +2 per level of the skill to Delay/Neutralize Poison ability checks.
- Omote
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Eisenmann wrote:
What's the skill system like that you use in your C&C games?
It is like the proficiency system from 2E.
1st level characters starts with 4 "Skill Points"
This is modified by INT modifier.
Skills use the SEIGE mechanic (12/18, every skill is associated with an attribute). Challenge Level (CL) is added by the CK to each skill attempt for an overall challenge class. CL is usually between 0 (simple) to 10 (heroic), but could be higher.
Every level the character gets 1 additional skill point. This skill point can be added to an existing skill (for a further +1 to the skill roll), or to select a new skill.
The skill list I use is a general one. I tried not to mimic any class abilities with this skill system, that is why the skills are so "general." Being general skills, none of them are limited in anyway by class, race, etc.
................................................Omote
FPQ
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