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House rules for first aid

 
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Daegon



Joined: 12 Jul 2009
Posts: 2



PostPosted: Sat Jul 09, 2011 3:14 am    Post subject: House rules for first aid  Reply with quote

The group I adventure with decided to try C&S but without the magic, this meant that wounds took forever to heal, and whilst realistic, this did slow things down.  We therefore came up with the following rules for first aid, working on the premis that rolling under your PSF is also beneficial.

First Aid

This skill is used to ease suffering and reduce risk of dying.  The act of performing first aid (rolling the dice)  assumes that the first aider stays with the patient for at least 15 seconds (one round), if the first aider does not (or cannot) continue for that amount of time then the treatment is ineffective and is treated as a failure with a 1 on crit dice.

1. First aid always works as long as first aider attends the patient.  That is unless the first aid roll is a failure and the crit dice is a 1, in which case for that 15 second period, the first aid has no effect and the patient rolls for shock.
2. A failed first aid roll with a crit dice of 2 to 9 means that the treatment is working (at preventing the patient from getting worse) but the first aider cannot stop what he is doing or the patient will immediately continue to take harm and rolls for shock.
3. A failed first aid roll with a crit dice of 10+ means that the treatment is working (at preventing the patient from getting worse) and the first aider can leave the patient for one minute (4 rounds) before needing to return.
4. A successful first aid roll with a crit dice of 1 means the patient is okay for a number of minutes equal to his PSF x crit dice, but the patient will require further treatment when this time elapses and must be kept immobilised.
5. A successful first aid with a crit dice of 2 to 5 means that the treatment is successful and the patient is permanently stable, and able to move about but not travel, without cancelling out the effect of the treatment.
6. A successful first aid with a crit dice of 6 to 9 means that the treatment is successful and the patient is permanently stable, and able to move at a walk only, without cancelling out the effect of the treatment.
7. A successful first aid with a crit dice of 10+ means that the treatment is successful and the patient is permanently stable, and able to move freely without cancelling out the effect of the treatment.
8. A successful first aid roll where the number rolled is equal or less than the first aiders PSF with a crit dice of 1 means the means that the treatment is successful and the patient is permanently stable and regains 1 body, and able to move freely without cancelling out the effect of the treatment.
9. A successful first aid roll where the number rolled is equal or less than the first aiders PSF with a crit dice of 2 to 5 means that the treatment is successful and the patient is permanently stable and regains the amount of body as if they had taken a full nights rest (round down).
10. A successful first aid roll where the number rolled is equal or less than the first aiders PSF with a crit dice of 6 to 9 means that the treatment is successful and the patient is permanently stable and regains the amount of body as if they had taken a full nights rest x 1.5 (round down).
11. A successful first aid roll where the number rolled is equal or less than the first aiders PSF with a crit dice of 10+ means that the treatment is successful and the patient is permanently stable and regains double the amount of body as if they had taken a full nights rest (round down).

Once treatment has been given, no other benefit from First Aid can be given unless by a first aider with a higher PSF or previous treatment period expires.

Notes above highlighted in red indicate that any form of sudden movement (such as combat) will immediately reopen the wound go back to number 1 on list.

Shock Untreated or badly treated patients will go into shock.  Each round (if conscious) they must make a Stamina check, success means stable (for that round), failure means they lose consciousness and will lose 1 body per round until dead. If unconscious the loss of body is automatic.
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Shane Devries
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Joined: 01 Nov 2008
Posts: 542


Location: Brisbane, Australia

PostPosted: Sat Jul 09, 2011 2:21 pm    Post subject: Reply with quote

Daegon,

That looks great. It seems you guys have come up with a simple way to fix this problem of low or non magical healing. This is an area I want to work on also. We went down the "herbal" path with Herblore playing a significant role in healing.

We decided that Clerical healing is at a rate of 1BP per 5 minute game turn (12 per hour) while Herbal healing is at a rate of 1BP per hour (24 per day). Works well for us.

Of course, clerical healing is hard to get and herbs are expensive, way out of the picture for characters with little free cash. So normal healing is an always present natural alternative.
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Daegon



Joined: 12 Jul 2009
Posts: 2



PostPosted: Sat Jul 09, 2011 10:41 pm    Post subject: Reply with quote

Hi Shane,
              thanks for the feedback.

Although we are running a no magic campaign, we too include herbs, potions and clerical healing as it comes available,

I have a word document detailing these, but I don't know how to attach it into the forums - can you advise?

Daegon
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Shane Devries
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Joined: 01 Nov 2008
Posts: 542


Location: Brisbane, Australia

PostPosted: Sun Jul 10, 2011 1:55 am    Post subject: Reply with quote

sure,

In the box where you put your posts, just below is a little hyperlink called, "Attach File" click on this and you can upload what you need.

I am interested for sure.
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RheinHart



Joined: 20 Jun 2009
Posts: 63


Location: Levin, New Zealand

PostPosted: Thu Feb 02, 2012 4:03 am    Post subject: Reply with quote

Ok I must have missed something in C&S for healing, I haven't used magic healing before, and or cleric healers, Have used herbs though but only as a booster to the normal heal rate, Not as a quick heal like magic potions in AD&D. Being that C&S uses real herb names, you would need to know which herbs would be benficial to heal, the commonest herb to mind is selfheal a small plant grows about a foot high with purple flowers and spearshaped leaves which grows everywhere, ( I have quite a few patches growing in  the lawn of the house I have to vacate) In game terms, you can find this plant growing 80% of the time in the wild if you know what you are looking for, now if I remember correctly the flowers are the part to use.

Breaking fevers or insect repellent, uses the same plant but in a different format, Fever few is the plants name, to break a fever you have to boil the flowers when they first open then the patient has to drink the bitter tea,
As an insect repellent, make a distillation from the leaves and mix it into animal grease and rub it onto exposed skins, or just rub the leaves over your skin, the distillation works better and doesn't leave your skin with a greenish tinge. works wonders against those giant insects.

I started a manual on herbs for C&S3rd ed unfortunatly it was hard to convert true life plant lore to game machanics
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nclarke



Joined: 01 Dec 2011
Posts: 8


Location: Nr. Bournemouth U.K.

PostPosted: Thu Feb 02, 2012 9:34 am    Post subject: Reply with quote

I did a C&S Herbal just after the First Edition Sourcebook came out.

All that material is unfortunately long gone now after more than a dozen moves through five countries.

It included chances of finding specific herbs in various types of landscape and the possible effects of each.

Nigel
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Shane Devries
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Joined: 01 Nov 2008
Posts: 542


Location: Brisbane, Australia

PostPosted: Fri Feb 03, 2012 9:53 am    Post subject: Reply with quote

If anyone wants a copy of my own Herb Lore rules in EXCEL format please email me at:

sdev2749@gmail.com

will be glad to send them to anyone who wants and instant and complete set of herb rules ready for use in C&S

Shane


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