Modern Healing

In my first game I ran into the problem that the pc are fragile wee little creatures. So with no magical healing how are you all treating unconsious players and the like if they go down at the beggining of the combat. I gave the players each an adrenaline shot. When they fell unconsious a person could administer it (by stabbing it into their heart!) and they could operate to negative con. If they were to go over this then they would be totally dead. I've only allowed it at 1st lvl. They're fragile. For the later lvls if noboy has any actual healing ablility then I think that I may just let them lay in a puddle of their own juice.
 

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I was looking at this too. With a medical kit and treat injury skill check (DC 15) you can restore 1d4 hp. Now, the treat injury skill mentions something about an item called a "Surgery Kit" (I can't find it in the book though - should be after Spike Strips but it ain't) that would allow you to take 1d4 hours to fix someone up to restore 1d6 hp per character level. With the right amount of time you could keep someone propped up. But we haven't had that luxery yet. :D

Something that could work might be a dermal patch that you could use every 4 hours or so that could heal 1d4 or maybe even 1d6 hp. Or if someone wanted to get insane and pile on patches to increase the healing rate they have to make some sort of fort save to see if their system can handle the drugs hitting their system. Maybe something like DC15 + 2 for each extra patch applied.

Now, I am in Dareoon's group and in fact I was the guy who had to take the adreniline shot. Thank god, or it would have been a boring night. Anyway - i think it's a good idea. Allow the shot to keep someone up, but I would probably make it something like a drug. The more you use it the less chance it has of working. Maybe the first 2 times you take it works flawlessly, then everytime you use after that you have to make a Fort Check to see if it works. DC for the check could be something like DC10 + times you've taken the shot (yes, it would require some book keeping, but oh well). If you fail nothing happens (Or if you wanted to be mean that character could take 1d4 damage from the system shock of trying to jump start them).
 

You already get more then the normal 10% chance to stabilize yourself if you are knocked unconscious in D20 Modern. You get to make a Fort save DC15 to stabilize for a few hours or something like that. Yeah I know DC15 is hard for a first level character in any game but still, 25%-30% is much better then 10%. Anyways though that's why they have medkits. One skill check and a medkit and you are stabilized as long as the check doesn't fail and you get some hp back. If I'm not mistaken this doesn't take more then one rounds of action, I can be wrong though. About the same time it would take to properly get someone with an adrenaline shot.
 

Berk said:
You already get more then the normal 10% chance to stabilize yourself if you are knocked unconscious in D20 Modern. You get to make a Fort save DC15 to stabilize for a few hours or something like that. Yeah I know DC15 is hard for a first level character in any game but still, 25%-30% is much better then 10%. Anyways though that's why they have medkits. One skill check and a medkit and you are stabilized as long as the check doesn't fail and you get some hp back. If I'm not mistaken this doesn't take more then one rounds of action, I can be wrong though. About the same time it would take to properly get someone with an adrenaline shot.

I like the stablization rules for modern. DC 15 for is much easier to make than the formitable 10%. The problem remains though. A player is down and time still left in the night. I've been a player sitting out some of the game because of lack of healing. I know people may put up the arguement of that's the cost of battle. Sitting out is not fun. i'm playing to have fun and sitting out for an extend amount of time is no fun at all.
 


Some of us lack the basic forethought to include something like that in the party. Whatta ya think this is? D&D? Fighter, Mage, Cleric, Rogue??!!:D Oh - wait - it almost is. But with guns...yeah...with guns!! Can i use a 9mm healing kit? One shot and he won't feel a thing!
 

If I feel like there isn't enough 'out of adventure' or behind the scenes healing in a game ... I change the rate.

So for D&D and D20 Modern, when we don't have lots of magical healing of some kind, they heal 1 HP per level per hour ... that heals em alot!

It may be unbalancing, but the NPCs do it too ... and what matters most is the Players having fun.
 

Fort DC to stabilize is 20.

The Surgery Kit is there: Page 113, Table 3-10, Professional Equipment, last entry (right bevore the Survival Gear, right column)

About Treat Injury and Surgery:

You need a surgery kit to perform surgery, and still the check carries a -4 penalty, which can be negated with the Surgery feat. It requires 1d4 hours, +1 hour for every point the patient is below 0 HP.
If you succeed at the Check (DC 20), the patient recovers 1d6 per character level. This can only be done once a 24-hour period. After you have been patched up with that, you are fatigued for 24 hours, -2 hours for every point by which the surgeon exceedet the 20, min. 6 hours.
Dedicated Heroes have talents that will improve the result, as has the Field Medic AdC (and an Accolyte can heal per magic, but that's not for every campaign!).
 

opps I ment 20.

Kae Ross - How many characters are going to perform surgery on another in the middle of a fight?

VixenofVenus- I've done things like this. The players are form a secret organization and when not on a mission would have access to great health care.
 

Kae'Yoss, if you please.

And my estimated number of surgeries in the middle of the fight: 0 (+/- 20%):D

And that's how it should be. Without introduction of magic to heal someone, there'll be no way to fully heal a character within a fight, or even partially.
 

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