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 Post subject: 0-level Healing?
PostPosted: Mon Jul 23, 2012 9:32 pm 
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Far-Sighted Wanderer

Joined: Wed Nov 26, 2008 8:43 pm
Posts: 31
When running The Portal Under the Stars this question became a matter of life or death:

When 0-level PCs start dropping like flies, someone with an Occupation of Healer, Herbalist, etc is going to ask: "What do I need to roll to heal some hit points on my fellow 0-levels?"

Thoughts?


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 Post subject: Re: 0-level Healing?
PostPosted: Mon Jul 23, 2012 10:07 pm 
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Cold-Blooded Diabolist

Joined: Fri Apr 06, 2012 3:36 am
Posts: 525
"Your skills rely upon enhancing natural healing processes and have no noticeable effect on the short term - you are, however, skilled at making sure wounds are properly dressed to reduce risk of infection or further complications."

Not that I have seen many 0-level characters take a hit and keep on kicking... 1d4+Stamina doesn't have great chances of being more than a single attack worth of HP.


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 Post subject: Re: 0-level Healing?
PostPosted: Tue Jul 24, 2012 7:25 am 
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Joined: Fri Jun 08, 2012 7:28 pm
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Yeah - most of the 0-levels I have had seem to die in one hit. Occasionally one will survive a hit that was minimum damage, they tend to not last much longer though.


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 Post subject: Re: 0-level Healing?
PostPosted: Tue Jul 24, 2012 7:30 am 
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Joined: Mon Jun 25, 2012 8:01 am
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A player in my game has TWO 0-level characters who've survived TWO hits each... pretty lucky.

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RoM pbp:
Hamun Ry (Wiz 4)
Str 10 Agi 15 (+1) Sta 11 Per 11 Int 17 (+2) Luc 10 (Unholy House). Align: C. AC: 14. HP: 13. Melee +1, Ranged +2. Crit: d8, I. Save: Ref +5, Fort +3, Will +4.
Spells: 1: Choking Cloud, Comprehend Languages, Detect Magic (odd crystal growths), Magic Missile (mirror images), Runic Alphabet (Mortal) (ravenously hungry), Ventriloquism (rain of frogs)
2: Detect Invisible, Levitate (extremely difficult, d14), Mirror Image (20% chance to raise/lower luck by 1d3 points).
Equip: Ring of the Sand Djinn: +2 AC/saves, Invisibility for 1min/spellburn point, or unmake for great, unknown effect. Padded Armor, Longsword, Longbow, quiver w/20 steel-tipped arrows, 10 silver-tipped arrows, backpack, spellbook, quill and ink, sturdy parchment (10 sheets), 5 days rations, high leather boots, belt w/ belt pouch, gray robe, dark gray hooded cloak. Also carries 3 small mechanical toys: wind-up mouse, wooden puzzle cube, small jewelry box that plays a little tune.


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 Post subject: Re: 0-level Healing?
PostPosted: Tue Jul 24, 2012 7:34 am 
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Deft-Handed Cutpurse
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Joined: Fri Jun 08, 2012 7:28 pm
Posts: 268
Location: Central Ohio
beermotor wrote:
A player in my game has TWO 0-level characters who've survived TWO hits each... pretty lucky.


Wow! Two hits is impressive! Especially to have had two characters from the same player survive that. I have had one character survive one-hit. Many more die from the very first blow!


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 Post subject: Re: 0-level Healing?
PostPosted: Tue Jul 24, 2012 7:55 am 
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Joined: Mon Jun 25, 2012 8:01 am
Posts: 1200
Location: Atlanta, GA
Yeah, combination of good stamina bonus and a good roll for hps, plus low damage rolls... very good luck.

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RoM pbp:
Hamun Ry (Wiz 4)
Str 10 Agi 15 (+1) Sta 11 Per 11 Int 17 (+2) Luc 10 (Unholy House). Align: C. AC: 14. HP: 13. Melee +1, Ranged +2. Crit: d8, I. Save: Ref +5, Fort +3, Will +4.
Spells: 1: Choking Cloud, Comprehend Languages, Detect Magic (odd crystal growths), Magic Missile (mirror images), Runic Alphabet (Mortal) (ravenously hungry), Ventriloquism (rain of frogs)
2: Detect Invisible, Levitate (extremely difficult, d14), Mirror Image (20% chance to raise/lower luck by 1d3 points).
Equip: Ring of the Sand Djinn: +2 AC/saves, Invisibility for 1min/spellburn point, or unmake for great, unknown effect. Padded Armor, Longsword, Longbow, quiver w/20 steel-tipped arrows, 10 silver-tipped arrows, backpack, spellbook, quill and ink, sturdy parchment (10 sheets), 5 days rations, high leather boots, belt w/ belt pouch, gray robe, dark gray hooded cloak. Also carries 3 small mechanical toys: wind-up mouse, wooden puzzle cube, small jewelry box that plays a little tune.


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 Post subject: Re: 0-level Healing?
PostPosted: Tue Jul 24, 2012 8:34 am 
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Far-Sighted Wanderer

Joined: Wed Nov 26, 2008 8:43 pm
Posts: 31
TheNobleDrake wrote:
"Your skills rely upon enhancing natural healing processes and have no noticeable effect on the short term - you are, however, skilled at making sure wounds are properly dressed to reduce risk of infection or further complications."


So in other words, having an occupation of Healer or Herbalist does nothing to help with healing in game terms?


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 Post subject: Re: 0-level Healing?
PostPosted: Tue Jul 24, 2012 9:11 am 
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Steely-Eyed Heathen-Slayer
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Joined: Wed Jul 04, 2012 2:23 pm
Posts: 660
Location: Montreal
screenmonkey wrote:
TheNobleDrake wrote:
"Your skills rely upon enhancing natural healing processes and have no noticeable effect on the short term - you are, however, skilled at making sure wounds are properly dressed to reduce risk of infection or further complications."


So in other words, having an occupation of Healer or Herbalist does nothing to help with healing in game terms?


Perhaps you could allow the healer to double the natural healing rate of a PC he is tending to, e.g. 2 hit points per night instead of a single one.

Otherwise, I don't think I'd allow any kind of on-the-spot healing.

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Maledict Brothbreath, level 4 warrior, STR 16 (+2) AGI 7 (-1) STA 12 PER 9 INT 10 LUCK 15 (+1), AC: 16 Refl: +1 Fort: +2 Will: +1; lawful; Armor of the Lion and Lily's Blade.

Brother Sufferus, level 4 cleric, STR 13 (+1) AGI 15 (+1) STA 11 PER 13 (+1) INT 10 LUCK 9, AC: 11 (13 if wounded, 15 if down to half hit points), Refl: +3 Fort: +2 Will: +3, chaotic, Robe of the Faith, Scourge of the Maimed One, Darts of Pain.


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 Post subject: Re: 0-level Healing?
PostPosted: Tue Jul 24, 2012 9:56 am 
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Cold-Blooded Diabolist

Joined: Mon Jan 06, 2003 6:19 pm
Posts: 521
I have allowed healers to stabilize a 0-level that is at _exactly_ 0 hit points. But, it has to happen in the same round that the character gets the damage -- and the DC his hefty. Stabilized just means that the character can roll to "recover the body." This puts the 0-level out of the adventure, if successful, -- essentially walking wounded until the group can get back to civilization.

I throw my guys a bone. What can I say?

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 Post subject: Re: 0-level Healing?
PostPosted: Tue Jul 24, 2012 6:20 pm 
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Cold-Blooded Diabolist

Joined: Fri Apr 06, 2012 3:36 am
Posts: 525
screenmonkey wrote:
TheNobleDrake wrote:
"Your skills rely upon enhancing natural healing processes and have no noticeable effect on the short term - you are, however, skilled at making sure wounds are properly dressed to reduce risk of infection or further complications."


So in other words, having an occupation of Healer or Herbalist does nothing to help with healing in game terms?

No. No other words - just the ones I used, if you please.

Long term recovery, such as spending days resting to trigger the normal HP recovery, can be enhanced by a healer or herbalist with the right supplies. Probably as far up as 150% healing rate (3 hp per 2 days rest).

I also use infection when it seems particularly high-risk (character's trudging through swamp-land and never stopping to treat their wounds), and allow healer or herbalist characters ability to treat and prevent that.

A healer, not an herbalist, would also be useful in mitigating the effects of certain critical hit results such as broken limbs - anything a splint or good bandage would reduce the detriment of.

Far from useless, just as I originally said.


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 Post subject: Re: 0-level Healing?
PostPosted: Tue Jul 24, 2012 7:17 pm 
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Joined: Fri Mar 16, 2012 11:41 am
Posts: 2167
When I was running Attack of the Frawgs, I allowed some minor healing.

SPOILERS: There are traps that are similar to bear traps, and I allowed some minor healing (1 hp) from those traps if the character survived stepping into one. It seemed appropriate because of the damage source. I would not have allowed the same from a spear thrust! Actually, when I said No to other types of healing, the difference seemed to make sense to my players, too, because they didn't push it.

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SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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