Deleriad
Mongoose
So I've been looking at the GM's Handbook and wondering about First Aid. There are two particular issues which are bugging me.
First Aid on a minor injury (i.e. a limb which has 0 or more HPs) restores 1d3 HP. This is how it has always been but it means that that the bigger and healthier you are, the less effect First Aid has. The more Hit Points you have, the less effect First Aid has.
Conversely, on a serious injury, a successful First Aid restores a location to 0 HP regardless of the number of Hit Points. Given that normal healing is 1 HP per day at 0HP or above then you can break your leg, have a First Aid and be walking on it as if nothing ever happened within a day.
Now RQ is meant to be able to work without magic which means that First Aid does need to be useful but the current incarnation of the skill effects seems to be the wrong way around. Problem is finding something relatively simple that strikes a good balance of simulation and game fun.
Don't have any obvious solutions but have been experimenting with something like:
First Aid to an injured location (1 HP or above): recover all HPs.
First Aid to a seriously injured location: recover 1/2 normal HPs (rounded down as usual) but can't increase the HPs to any number over negative 1 HPs.
This does mean that being at 0 or -1HPs puts you in a place where First Aid can't do anything meaningful for you. similarly, A serious injury that's only a few HPs from a Major injury will require more than just First Aid.
The theory is that any trivial injury is basically no more than bruising, bleeding and so on while a serious injury is likely to be a break, bad internal bruising, deep cut and such like. would be interested to know what other people have been doing if they haven't be playing RAW.
First Aid on a minor injury (i.e. a limb which has 0 or more HPs) restores 1d3 HP. This is how it has always been but it means that that the bigger and healthier you are, the less effect First Aid has. The more Hit Points you have, the less effect First Aid has.
Conversely, on a serious injury, a successful First Aid restores a location to 0 HP regardless of the number of Hit Points. Given that normal healing is 1 HP per day at 0HP or above then you can break your leg, have a First Aid and be walking on it as if nothing ever happened within a day.
Now RQ is meant to be able to work without magic which means that First Aid does need to be useful but the current incarnation of the skill effects seems to be the wrong way around. Problem is finding something relatively simple that strikes a good balance of simulation and game fun.
Don't have any obvious solutions but have been experimenting with something like:
First Aid to an injured location (1 HP or above): recover all HPs.
First Aid to a seriously injured location: recover 1/2 normal HPs (rounded down as usual) but can't increase the HPs to any number over negative 1 HPs.
This does mean that being at 0 or -1HPs puts you in a place where First Aid can't do anything meaningful for you. similarly, A serious injury that's only a few HPs from a Major injury will require more than just First Aid.
The theory is that any trivial injury is basically no more than bruising, bleeding and so on while a serious injury is likely to be a break, bad internal bruising, deep cut and such like. would be interested to know what other people have been doing if they haven't be playing RAW.