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[CONAN] Warrior Patties
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<blockquote data-quote="Greenfield" data-source="post: 5873529" data-attributes="member: 6669384"><p>Hmm. Not being a Conan player my input would be suspect, but...</p><p></p><p>What you're making resemble "Trauma Patches" in other games.</p><p></p><p>I'd limit the amount of healing it can restore to 1/2 of damage taken. It isn't going to actually unbreak any bones or close up any wounds, but it can help an injured character become more functional.</p><p></p><p>So let it treat trauma and shock, swelling and pain, and fight infection, and call that half of the damage. The other half takes time or, in D&D terms, healing magic.</p><p></p><p>I'd allow up to 1/2 of the remaining damage to be repaired with Healing skill, as represented by sewing up open wounds, popping dislocated joints back into place, or just proper care and diet to help recover from massive blood loss.</p><p></p><p>For bookkeeping purposes, I'd treat the repairs as "Temporary" hit points which vanish at half the character's normal healing rate. That way you can keep track as new wounds get stacked on top of old ones.</p><p></p><p>Oh, I know that you don't normally roll Healing skill in your games (we've had an argument or two on the subject, as I recall), but I'd make an exception for post-battle repairs. I'd tie the amount of "temporary" hit points recovered to the Healing skill check of the attending, with a penalty if you're trying to treat your own wounds. (I defy anyone to effectively stitch up a wound to their own arm or back. The arm wound has to be treated with one hand, and the back wound can't even be examined very closely, much less cleaned and stitched.)</p><p></p><p>Linking the hit points regained to the quality of care, as expressed by a skill check, is easier, since you're relating numbers to numbers.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5873529, member: 6669384"] Hmm. Not being a Conan player my input would be suspect, but... What you're making resemble "Trauma Patches" in other games. I'd limit the amount of healing it can restore to 1/2 of damage taken. It isn't going to actually unbreak any bones or close up any wounds, but it can help an injured character become more functional. So let it treat trauma and shock, swelling and pain, and fight infection, and call that half of the damage. The other half takes time or, in D&D terms, healing magic. I'd allow up to 1/2 of the remaining damage to be repaired with Healing skill, as represented by sewing up open wounds, popping dislocated joints back into place, or just proper care and diet to help recover from massive blood loss. For bookkeeping purposes, I'd treat the repairs as "Temporary" hit points which vanish at half the character's normal healing rate. That way you can keep track as new wounds get stacked on top of old ones. Oh, I know that you don't normally roll Healing skill in your games (we've had an argument or two on the subject, as I recall), but I'd make an exception for post-battle repairs. I'd tie the amount of "temporary" hit points recovered to the Healing skill check of the attending, with a penalty if you're trying to treat your own wounds. (I defy anyone to effectively stitch up a wound to their own arm or back. The arm wound has to be treated with one hand, and the back wound can't even be examined very closely, much less cleaned and stitched.) Linking the hit points regained to the quality of care, as expressed by a skill check, is easier, since you're relating numbers to numbers. [/QUOTE]
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