The wound that puts a character negative might be a massive blow or horrible gash, or it could be a glorified paper cut (i.e. 1 point of damage, taking someone from 0 to -1).
That would be a heck of a paper cut, with the chance that the character dies in less than a minute.
But unless it's an arterial wound, the person isn't going to bleed to death from it in 30 seconds. If you want a real-world equivalent, think of someone going into shock. They aren't "bleeding out", they're just plain dying.
It could be a lot of things. It could be blunt force trauma that broke a rib and shoved that into a lung. It could be internal bleeding. It could be a lot of things that the PCs have no chance to "fix".
But, since the game allows characters the Heal Check, then the GM should decide on a wound that can be checked like that, keeping the character from dying.
If all the checks fail, and the character dies, that might be a good time to describe a wound that couldn't be fixed by the characters.
In any case, the Heal Check is a quick and dirty attempt to stabilize someone.
It is. And, I've decided to go further with it. I'm not going to change the action on a Heal Check. It will still be a standard action.
But, a healing character is going to have to earn the throw. Just because he arrives at the patients side isn't good enough. He's got to examine and do something to keep the downed character from dying. This might happen on the same round as the care giver arives, if the wound is obvious and the character acts quickly (like using his hands to stop the bleeding and put pressure on the wound). Or, it might take a few rounds before the player of the care giver says something that earns the the throw.
I'm not going to allow the throw willy-nilly, just because one character approached the other during a round. The care giver actually has to help, and he may need supplies, depending on what he wants to do.
I know I lot of you don't approve of this, but why would I care about that? That's how I'm going to run it in my game. Old School.
In every case, it has to be a simple action that can be done in a single Standard Action. It's not complex surgery, or even simple surgery, or anything more than emergency first aid.
Agreed. And, as I just said above, I want the player to describe what he's doing to provide emergency first aid.
And the Heal Check isn't just the process of treating the wound, it represents the skill to recognize what's killing them and then doing something about it.
Now, that's a tall order for an action that only takes 3-4 seconds.
Sure. If that's the only damage he took.
But odds are that's not the only damage he took. Odds are he's been hit several times before the final "killing" blow. So maybe he's been arrowed a few times, and then stabbed horribly once or twice, and finally a monk headbutts him into negative numbers.
It's up to the GM to describe what's wrong with the character. I would think that the earlier blows aren't the critical ones because they in no way hampered the character's actions. A character with 1 HP is just as healthy and lively as he is at his full hit poitn status.
Thus, it's the blow that takes him to the negative hit points that we're concerned with. That's the blow that gives him a chance of dying.
Is the headbutting the wound that the players need to fix to stabilize? And how, by a field trepanation?
If that's the blow that took the character to the negative hit points, then that headbutt did some serious damage.
Maybe a piece of the victim's nose cartilage broke and shoved into a serious part of the head.
Maybe the headbutt did enough blunt force trauma to kill.
Likewise, the healing time has nothing to do with seriousness of the wound, since that's determined by how much total damage they took, not that one wound.
BS. The healing time has a direct link to the wound. And, the fact that the character could die from the wound.
Any wound that doesn't take the character to -1 HP is not a serious wound. It's a miscelaneous nuisance wound. It could be a sore ankle, a bruise, a thin cut. All of those won't really hamper a person but take time to heal. That fits logically with the rules.
The difference in those types of blow and one that takes the character to -1 HP or below is that this second type of blow is serious. The character can die from it.
A PC who is savagely mauled by a housecat will eventually die if he doesn't do something about the cat, despite each attack being mildly annoying at the very worst.
The came handles this using the disease and poision rules.