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<blockquote data-quote="Water Bob" data-source="post: 5859377" data-attributes="member: 92305"><p>I can be a tough game. Weapons do more damage than their D&D counterparts. For example, a broadsword does 1d10 damge; a short sword does 1d8 damage; a war club does 2d6; and a bardiche does 2-18 (1d10 + 1d8). And, the massive damage threshold is lowered to 20 hp (which means 20 hp of damage from 1 blow = save or die). While character HP are the same as with standard d20.</p><p> </p><p>OTOH, the PCs start the game with 3 Fate Points, which can be helpful in a number of ways, but one use, Left For Dead, is especially useful in keeping your character alive.</p><p> </p><p>Left For Dead: When your character reaches -10 HP (or less) by any means*, he may spend a Fate Point to be Left For Dead. The character will appear dead to casual examination, but he still has a chance of recovering, particularly if he is attended to quickly by an ally with the Heal skill.</p><p> </p><p>If he is healed at least 1 point of damage within an hour of becoming Left For Dead, he is considered stable and at -9 hp.</p><p> </p><p>If an ally fails to Heal him, then the character still has a chance by making a DC 20 Fort check after one hour. If successful, the character stabilizes and is considered at -9 HP. If the check fails, the character is finally, irrevocably dead.</p><p> </p><p>Left For Dead cannot be used against effects that leave no possibility of survival. Thus, if the bad guys go around and shove a spear through the head of each downed enemy, the LfD ain't going to help you.</p><p> </p><p>If an Undead continues to eat on your downed body when you fall, LfD ain't going to help you either.</p><p> </p><p>If flaming oil is poured over the character. LfD won't help.</p><p> </p><p>If a Pict savage cuts off the downed PC's head and puts it on a pike, the LfD aint going to help.</p><p> </p><p><span style="color: green">Left For Dead is not a 100% guarrantee that the character will survive, but it makes it likely under most circumstances.</span></p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>It is purely the latter. There are no healing potions or Cure Light Wounds or Staves of Healing in the Conan RPG. If the GM puts them in the game, then they are exceptionally rare (and items considered relics).</p><p> </p><p>But, natural healing is better:</p><p> </p><p>Sleep 8 hours? Get 3 + CON mod + Character Level in HP back.</p><p> </p><p>Complete bed rest for 24 hours? Get twice the above back.</p><p> </p><p>Attended by a character who makes a DC 15 Long-term Care Heal check? This will double the healing rate.</p><p> </p><p> </p><p>Thus, if after a battle, an injured warrior gets a full 24 hours worth of complete bed rest and has a healer (nurse) looking over him, taking care of him, changing bandages and what not, then the character can receive a number of hit points equal to: <span style="color: green">4 x ( 3 + Con mod + Char Lvl).</span></p><p> </p><p>And, that's nothing to sneeze at.</p><p> </p><p> </p><p> </p><p>In addition, a character can make a Heal check for short term care. This takes about 10 minutes to clean, sew, and bind wounds. If the DC 15 Heal check is successful, this will return <span style="color: green">Char LvL + CON</span> mod HP back to the injured character. And, this can be attepted once after every combat encounter.</p><p> </p><p>It's kinda like having a single Healing Potion to drink after every combat encounter IF the Heal check can be made.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5859377, member: 92305"] I can be a tough game. Weapons do more damage than their D&D counterparts. For example, a broadsword does 1d10 damge; a short sword does 1d8 damage; a war club does 2d6; and a bardiche does 2-18 (1d10 + 1d8). And, the massive damage threshold is lowered to 20 hp (which means 20 hp of damage from 1 blow = save or die). While character HP are the same as with standard d20. OTOH, the PCs start the game with 3 Fate Points, which can be helpful in a number of ways, but one use, Left For Dead, is especially useful in keeping your character alive. Left For Dead: When your character reaches -10 HP (or less) by any means*, he may spend a Fate Point to be Left For Dead. The character will appear dead to casual examination, but he still has a chance of recovering, particularly if he is attended to quickly by an ally with the Heal skill. If he is healed at least 1 point of damage within an hour of becoming Left For Dead, he is considered stable and at -9 hp. If an ally fails to Heal him, then the character still has a chance by making a DC 20 Fort check after one hour. If successful, the character stabilizes and is considered at -9 HP. If the check fails, the character is finally, irrevocably dead. Left For Dead cannot be used against effects that leave no possibility of survival. Thus, if the bad guys go around and shove a spear through the head of each downed enemy, the LfD ain't going to help you. If an Undead continues to eat on your downed body when you fall, LfD ain't going to help you either. If flaming oil is poured over the character. LfD won't help. If a Pict savage cuts off the downed PC's head and puts it on a pike, the LfD aint going to help. [COLOR=green]Left For Dead is not a 100% guarrantee that the character will survive, but it makes it likely under most circumstances.[/COLOR] It is purely the latter. There are no healing potions or Cure Light Wounds or Staves of Healing in the Conan RPG. If the GM puts them in the game, then they are exceptionally rare (and items considered relics). But, natural healing is better: Sleep 8 hours? Get 3 + CON mod + Character Level in HP back. Complete bed rest for 24 hours? Get twice the above back. Attended by a character who makes a DC 15 Long-term Care Heal check? This will double the healing rate. Thus, if after a battle, an injured warrior gets a full 24 hours worth of complete bed rest and has a healer (nurse) looking over him, taking care of him, changing bandages and what not, then the character can receive a number of hit points equal to: [COLOR=green]4 x ( 3 + Con mod + Char Lvl).[/COLOR] And, that's nothing to sneeze at. In addition, a character can make a Heal check for short term care. This takes about 10 minutes to clean, sew, and bind wounds. If the DC 15 Heal check is successful, this will return [COLOR=green]Char LvL + CON[/COLOR] mod HP back to the injured character. And, this can be attepted once after every combat encounter. It's kinda like having a single Healing Potion to drink after every combat encounter IF the Heal check can be made. [/QUOTE]
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