Bandages

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Stormonu
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Bandages

Post by Stormonu »

This is probably going to sound silly, but...

Are there any rules for mechanical effects for bandages in C&C?

I've allowed the PCs to make a Wisdom check to use them to recover 1d3 hit points (along the lines of the AD&D 2E Healing proficiency), but just was curious if there are actual rules or what others think of this.

Thanks!

serleran
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Post by serleran »

Generally, they stop blood loss so you do not die when negative. Basically, they are the nonmagical first aid spell.

CharlieRock
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Post by CharlieRock »

We've used them for detect poison checks, too.
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serleran
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Post by serleran »

Interesting take, and I can see it. Personally, I use the herbalism stuff from my "website" but that's a simple solution.

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slimykuotoan
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Post by slimykuotoan »

I go with the 'non-magical first aid' idea as well.
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Omote
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Post by Omote »

Bandages? Is there something in C&C that reference bandages or is this house rule stuff?

-O
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MightyCthulhu
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Post by MightyCthulhu »

Omote wrote:
Bandages? Is there something in C&C that reference bandages or is this house rule stuff?

-O

They are in the PHB equipment lists IIRC.

Matthew
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Post by Matthew »

I generally allow Characters to heal 1 Hit Point per blow via First Aid, which often requires bandages.

So, for instance, if a Character takes 6, 3 and 1 Hit Points of Damage. I will allow him to Heal 3 Hit Points, at a rate of 1 Hit Point per Turn of rest and given that somebody with healing skills tends to him.

I also allow the use of 'Healing Packs', which allow a Character to heal 1D3 Hit Points for each blow, instead of 1. They cost something like 5-10 GP each and are entirely mundane in nature.

We also track damage to Armour at a rate of 1 Damage Point per blow, as a parallel feature.
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Aldarron
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Post by Aldarron »

Judges guild published a tournament module in 1979 called "The Dragon Crown" by Michael Mayeau that came from the 1978 pacific encounters convention and was written for use with the Greyhawk rules. I have always applied some of the "Technical rules" listed for it to my campaigns including this one for bandaging:

" Whenever you have recieved 5 or more hits of damage in a single battle (or over 50% of your total maximum hits if you have less than 9 hp) you may bandage yourself after the battle is over. This is done by declaing to the DM that you are bandaging, rolling a 4 sided die and remove that many hits of damage. You may only bandage once after any battle. The only time bandaging is allowed at other times is to save the life of a fallen comrade who has just reached 0 hp, and then the bandaging occurs only once during the battle and not again after the battle. The person doing the bandaging is themselves subject to a +4 to hit while bandaging. Bandaging takes 1 melee round per hit point healed (4 max) and may not be done after using a Cure Light Wounds, Hands of Healing or Potion of Healing, but must be done prior to theri use..."

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