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Healing question, Torn Asunder
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<blockquote data-quote="Ghostwind" data-source="post: 1105277" data-attributes="member: 3060"><p>Let's see if I can clarify things a bit for you...</p><p> </p><p></p><p> </p><p>The effects of any critical wound that a character receives remain until the specific critical wound is healed or <em>magical</em> healing restores the amount of hit points lost in the critical wounding. For most campaigns magical healing will successfully handle the loss in sustained hit points. But with critical wounds, the game effect penalties remain until the wound is specifically treated.</p><p> </p><p></p><p> </p><p>The table is correct. The DC should be 25. I modified the table after I wrote the example and forgot to go back and change that number. The paragraph should read:</p><p><em>"For example, if a healer wanted to use short-term care and attempt a factor level 2 Heal check on Thunderhead, the dwarf barbarian, his base DC is 25. However, if the wounded patient sustanined enough wounds to qualify as Severe (see Table 2-5), then the Heal DC has now been increased to 28 (not taking into account synergy bonuses, which may reduce the DC).</em>"</p><p> </p><p></p><p> </p><p>I think this is where you are getting confused. Use of the Heal skill is modified by several variables which will affect the overall DC. For example, let's diagnose a really stupid fighter who got really banged up by taking on a dragon. As he is laying on the ground gasping for breath, an assessment of his wounds shows: broken right arm (moderate bludgeoning critical effect) - DC +8; chest slashed open with heavy bleeding (moderate slashing critical effect) - DC +8; loss of 75% of his hit points (Severe wound modifier from table 2-5) - DC +3.</p><p> </p><p>So far the modified DC is +19 to any Heal check performed. The healer can assess the wounds and decide what factor level to attempt. Let's say this healer has tons of ranks in Heal and feels comfortabel in attempting a factor level 2 short-term heal check giving him a total DC of 44 (25+19). If he succeeds, he restores 1d6 hp + the patient's Con modifier. This only restores hit points and does not treat the actual critical wounds in terms of game effects. The fighter's arm is still broken and his chest bears deep gashes, but the bleeding has effectively been slowed or stopped.</p><p> </p><p>Now the healer wants to treat the broken arm (the critical effect/wound). Using a bone setting kit, a modifier of +6 is applied to the Heal DC (which is a base of 15) since we are treating a specific wound and not restoring lost hit points. So to successfully treat the broken arm the DC is 21 and the time to completely heal is reduced by one third (from 3 weeks to 2 weeks).</p><p> </p><p></p><p> </p><p>That is a separate Heal check (see above) and is optional. It is designed to specifically treat individual critical injuries through non-magical means. In the broken arm example above, if the healer successfully treats the broken arm he gains a +4 bonus to all further Heal checks to that patient until he recovers to full health. The base DC is typically 15 (factor level 0).</p><p> </p><p>Hopefully that clears things up a bit more for you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Ghostwind, post: 1105277, member: 3060"] Let's see if I can clarify things a bit for you... The effects of any critical wound that a character receives remain until the specific critical wound is healed or [i]magical[/i] healing restores the amount of hit points lost in the critical wounding. For most campaigns magical healing will successfully handle the loss in sustained hit points. But with critical wounds, the game effect penalties remain until the wound is specifically treated. The table is correct. The DC should be 25. I modified the table after I wrote the example and forgot to go back and change that number. The paragraph should read: [i]"For example, if a healer wanted to use short-term care and attempt a factor level 2 Heal check on Thunderhead, the dwarf barbarian, his base DC is 25. However, if the wounded patient sustanined enough wounds to qualify as Severe (see Table 2-5), then the Heal DC has now been increased to 28 (not taking into account synergy bonuses, which may reduce the DC).[/i]" I think this is where you are getting confused. Use of the Heal skill is modified by several variables which will affect the overall DC. For example, let's diagnose a really stupid fighter who got really banged up by taking on a dragon. As he is laying on the ground gasping for breath, an assessment of his wounds shows: broken right arm (moderate bludgeoning critical effect) - DC +8; chest slashed open with heavy bleeding (moderate slashing critical effect) - DC +8; loss of 75% of his hit points (Severe wound modifier from table 2-5) - DC +3. So far the modified DC is +19 to any Heal check performed. The healer can assess the wounds and decide what factor level to attempt. Let's say this healer has tons of ranks in Heal and feels comfortabel in attempting a factor level 2 short-term heal check giving him a total DC of 44 (25+19). If he succeeds, he restores 1d6 hp + the patient's Con modifier. This only restores hit points and does not treat the actual critical wounds in terms of game effects. The fighter's arm is still broken and his chest bears deep gashes, but the bleeding has effectively been slowed or stopped. Now the healer wants to treat the broken arm (the critical effect/wound). Using a bone setting kit, a modifier of +6 is applied to the Heal DC (which is a base of 15) since we are treating a specific wound and not restoring lost hit points. So to successfully treat the broken arm the DC is 21 and the time to completely heal is reduced by one third (from 3 weeks to 2 weeks). That is a separate Heal check (see above) and is optional. It is designed to specifically treat individual critical injuries through non-magical means. In the broken arm example above, if the healer successfully treats the broken arm he gains a +4 bonus to all further Heal checks to that patient until he recovers to full health. The base DC is typically 15 (factor level 0). Hopefully that clears things up a bit more for you. :) [/QUOTE]
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