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The "everyone at full fighting ability at 1 hp" conundrum
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<blockquote data-quote="3catcircus" data-source="post: 7833834" data-attributes="member: 16077"><p>Yep. You'd compare your die roll to a target number. The amount you roll under is considered your margin of success and the amount you roll over is a margin of failure. A margin of 5 or more is akin to a crit or fumble. For multiple dice, you'd pick the best roll and then add 2 to the margin of success for each additional die that is also a success.</p><p></p><p></p><p></p><p>Not really. Because you have rules for recuperating during down time, they can be tweaked to consider chirurgeons and extended care - non magical healing would work fine for all but the most serious of injuries. This is really no different than 1e AD&D's rules that dropping to our below 0 hp and surviving requires a week's bed rest even if you were magically healed using a potion or cure spell. The only exception being a <em>heal</em> spell.</p><p></p><p>I like the idea of the following:</p><p></p><p>1. Battlefield stabilization and/or last-ditch resuscitation.</p><p>2. First Aid immediately after combat - i.e. cure spells or natural healing kits.</p><p>3. Trauma chirurgeons (somebody call a cleric - get him to the temple!)</p><p>4. Extended Care - the AD&D week's rest with possibility of skill checks to reduce the duration.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 7833834, member: 16077"] Yep. You'd compare your die roll to a target number. The amount you roll under is considered your margin of success and the amount you roll over is a margin of failure. A margin of 5 or more is akin to a crit or fumble. For multiple dice, you'd pick the best roll and then add 2 to the margin of success for each additional die that is also a success. Not really. Because you have rules for recuperating during down time, they can be tweaked to consider chirurgeons and extended care - non magical healing would work fine for all but the most serious of injuries. This is really no different than 1e AD&D's rules that dropping to our below 0 hp and surviving requires a week's bed rest even if you were magically healed using a potion or cure spell. The only exception being a [I]heal[/I] spell. I like the idea of the following: 1. Battlefield stabilization and/or last-ditch resuscitation. 2. First Aid immediately after combat - i.e. cure spells or natural healing kits. 3. Trauma chirurgeons (somebody call a cleric - get him to the temple!) 4. Extended Care - the AD&D week's rest with possibility of skill checks to reduce the duration. [/QUOTE]
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