dunbruha wrote:dancross wrote:So if the wound or condition is deemed "demanding" in terms of healing, and you roll a 10 against the GM's 11, nothing really happens. If you miss by 4 or more points, it may actually hurt the guy. If you beat the difficulty by 4 or more points, the person under your care will heal Toughness 50% faster, and so on. The nature of the illness, disease or wound is left up to the GM, to assign difficulty.
So can this do the same thing as the Heal spell? Can it affect Resilience?
Any guidance on how to assign difficulty? I'm drawing a blank. xx points of Toughness loss = Easy; xx points = Moderate, etc.? An example would be helpful!
No, a heal spell uses the "Restore" Effect (instantaneous), which actually adds to the target DP, using the result of the ability roll.
For difficulty in using the heal ability (more of a "first aid" ability):
Easy (1D4): target down to 90% of max Toughness + Resilience combined.
Moderate (2D4): target down to 75% of max Toughness + Resilience combined.
Difficult (2D6): target down to 50% of max Toughness + Resilience combined.
Demanding (2D8): target down to 20% of max Toughness + Resilience combined.
Formidable (2D10): target down to 10% of max Toughness + Resilience combined.
Extreme (2D12): target down to 5% of max Toughness + Resilience combined.
Unusual Situations:
Easy: stop bleeding (regardless of percent of Toughness + Resilience combined).
Moderate: stop infection from spreading, or keep fever from getting worse.
Difficult: stop mild poison from spreading, or help to alleviate illness.
Demanding: alleviate suffering due to disease, normal or magical. Prevents further HP loss.
Formidable: alleviate suffering, prevent death due to serious, incapacitating illness, poison, or magical effect.
Extreme: alleviate suffering, prevent death due to disease, normal or magical. Prevents further HP loss