Remember...this post is about the Conan RPG...we don't have very much magical healing in this game....
I'm playing a pretty neat computer roleplaying game called Arcania: Gothic 4. And, my character has come across these hemp bandages that are soaked in vinegar. Apply these, and my character regains health.
I was intrigued by this idea, so I did a quick Google and found out that hemp bandages were really used back during ancient times.
Hm...
I think these would be a good addition to the Conan game, since healing is always something that is important to the characters. And these vinegar drenched hemp bandages seem like something that my Cimmerians would probably use.
What do you think the game effect of something like this would be?
I'm thinking that, using the bandages, will give the user a choice. He can gain a +2 on his Heal check to provide Short Term Care (this modifier cannot be combined with the +2 check a character receives from using a healer's kit). Or, he can gain extra hit points for his patient.
The question would be: How many hit points are restored by using these bandages. I'm thinking, maybe, 5 points plus the number the Healer exceeded his Heal check. Thus, the Short Term Care DC is 15. If the healer rolled 17 on his check, then Short Term Care provides and extra 7 points.
I've also thought about awarding the points at one per hour. So, with the above example, the wounded character would get his normal amount of hit points returned on a successful Short Term Care Heal Check, then he would get 7 more points at a rate of 1 point per hour.
I don't have this written in stone--I'm still brainstorming. So, if you've got a better idea or want to change my idea, then let's hear it!
EDIT: On second thought, the bandages are easy to apply and really have nothing to do with the healer's ability. I'm thinking I should stick with lowing the DC by 2 points (the +2 modifier to the check that cannot be combined with a +2 modifier from using a healing kit) and/or providing a flat bonus of returned hit points not tied to the healer's skill.
What about doubling the amount of points returned from Short Term Care? Or, maybe 50% more, to a minimum of 1 hp?
Still thinking out loud.
2nd EDIT:
You know, it might be neat to come up with a lot of ideas like this. I'd make them so that won't stack--you can't use more than one method at a time to stack the modifiers, and you can't use multiples of the same item. But, each method provides a slightly different modifier.
The Healer will have to pick the best tool he has available for the job. And, because Conan is not about "drops" and finding treasure the way it is in D&D, this might add a neat little reward for the players from time to time. They don't come across potions of healing, but they find some hemp bandages and a soft leathern jack of vinegar.
And, the PCs can learn stuff as the game goes on. Down the road, and NPC might teach them about the root of the ju-ju tree. Break the root open and suck on the sap acts like a pain killer (which could restore a few hit points to a hurt character).
Some remedies could be better suited to different types of wounds than others. The ju-ju root pain killer might be the best thing for internal injuries, but the Hemp bandages actually return more hp--but the bandages are a topical agent. If there is no open wound, say as from a club or other blunt weapon, the bandages won't do diddley (you need the ju-ju root to reduce the pain on that bruise, sprain, broken rib, whatever).
Still just thinking out loud....neat idea, I think.
3rd EDIT: You know, another idea might be to use the items together to allow synergy bonuses. If I go this route, I think the thing to do is make the benefit from each type of "medicine" very small, and together, they can make a decent bonus on the injured character.
For example, let's say a character took a deep scratch across the gut from a poinard his enemy held. After the battle, when Short Term Care is being provided, the healer succeed on this Heal Check, give the injured PC the normal amount of hp, then gives him a small bonus because the healer has administered ju-ju root for the pain and then another small bonus because vinegar drenched hemp bandages were used to cove the wound after it was cleaned.
The GM could get playful with this and maybe have, from time to time, a character that is allergic to ju-ju root, or one that the root actually works well upon and gets twice the benefit.
Still thinking out loud.
I'm playing a pretty neat computer roleplaying game called Arcania: Gothic 4. And, my character has come across these hemp bandages that are soaked in vinegar. Apply these, and my character regains health.
I was intrigued by this idea, so I did a quick Google and found out that hemp bandages were really used back during ancient times.
Hm...
I think these would be a good addition to the Conan game, since healing is always something that is important to the characters. And these vinegar drenched hemp bandages seem like something that my Cimmerians would probably use.
What do you think the game effect of something like this would be?
I'm thinking that, using the bandages, will give the user a choice. He can gain a +2 on his Heal check to provide Short Term Care (this modifier cannot be combined with the +2 check a character receives from using a healer's kit). Or, he can gain extra hit points for his patient.
The question would be: How many hit points are restored by using these bandages. I'm thinking, maybe, 5 points plus the number the Healer exceeded his Heal check. Thus, the Short Term Care DC is 15. If the healer rolled 17 on his check, then Short Term Care provides and extra 7 points.
I've also thought about awarding the points at one per hour. So, with the above example, the wounded character would get his normal amount of hit points returned on a successful Short Term Care Heal Check, then he would get 7 more points at a rate of 1 point per hour.
I don't have this written in stone--I'm still brainstorming. So, if you've got a better idea or want to change my idea, then let's hear it!
EDIT: On second thought, the bandages are easy to apply and really have nothing to do with the healer's ability. I'm thinking I should stick with lowing the DC by 2 points (the +2 modifier to the check that cannot be combined with a +2 modifier from using a healing kit) and/or providing a flat bonus of returned hit points not tied to the healer's skill.
What about doubling the amount of points returned from Short Term Care? Or, maybe 50% more, to a minimum of 1 hp?
Still thinking out loud.
2nd EDIT:
You know, it might be neat to come up with a lot of ideas like this. I'd make them so that won't stack--you can't use more than one method at a time to stack the modifiers, and you can't use multiples of the same item. But, each method provides a slightly different modifier.
The Healer will have to pick the best tool he has available for the job. And, because Conan is not about "drops" and finding treasure the way it is in D&D, this might add a neat little reward for the players from time to time. They don't come across potions of healing, but they find some hemp bandages and a soft leathern jack of vinegar.
And, the PCs can learn stuff as the game goes on. Down the road, and NPC might teach them about the root of the ju-ju tree. Break the root open and suck on the sap acts like a pain killer (which could restore a few hit points to a hurt character).
Some remedies could be better suited to different types of wounds than others. The ju-ju root pain killer might be the best thing for internal injuries, but the Hemp bandages actually return more hp--but the bandages are a topical agent. If there is no open wound, say as from a club or other blunt weapon, the bandages won't do diddley (you need the ju-ju root to reduce the pain on that bruise, sprain, broken rib, whatever).
Still just thinking out loud....neat idea, I think.
3rd EDIT: You know, another idea might be to use the items together to allow synergy bonuses. If I go this route, I think the thing to do is make the benefit from each type of "medicine" very small, and together, they can make a decent bonus on the injured character.
For example, let's say a character took a deep scratch across the gut from a poinard his enemy held. After the battle, when Short Term Care is being provided, the healer succeed on this Heal Check, give the injured PC the normal amount of hp, then gives him a small bonus because the healer has administered ju-ju root for the pain and then another small bonus because vinegar drenched hemp bandages were used to cove the wound after it was cleaned.
The GM could get playful with this and maybe have, from time to time, a character that is allergic to ju-ju root, or one that the root actually works well upon and gets twice the benefit.
Still thinking out loud.
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