Post by logan9a on Feb 22, 2017 18:06:58 GMT
How HP work.
Note - this should be the same as before.
There are three different kinds of damage.
Real, stun and half and half. Half and half is half real, half stun - round to stun.
Example: Mikey takes a club to the head doing 5 points of half and half. Mikey takes 2 real and 3 stun.
Unlike real life, there are only two times when you are affected by missing HP.
When you have only one left or when you have zero left. Either way, you are knocked down.
If you have zero left and none of the damage is stun, you are dead.
If you have zero left and some of the damage you have taken is stun, you will wake up when the stun is healed - unless further damaged.
Stun damage generally comes back at the rate of one per hour.
Real damage comes back at the rate of d3 per week of rest. Adventuring is not 'rest'. Rest is lying in a bed and having people take care of you. Most adventurers do not rest. They regain real damage at the rate of one per week.
The GM may allow 'endurance/con' rolls to aid in recovery. However, if you are relying on that - in the current game setting - you are probably doing something wrong.
First aid can be used once successfully. If successful, it regains d3 real HP to the target. Required materials include simple first aid supplies - generally wrapping the person's head in a white wrap suffices. Unless a specific other body part has been injured.
Note that if someone tries first aid and fails, the next person is at a -30% to succeed. The next person at a -60%. Better to have the person who is best at first aid actually attempt it.
Medicine has the exact same effect as first aid however requires 'doctor' skill and a lot more props. A full doctor's bag, operating room and such.
Successive tries in medicine work in the same way.
Because life is unfair, a fumble in either first aid or medicine will not heal any damage but will in fact reduce the target's HP by d6, possibly killing them. If both first aid and medicine are fumbled, 2d6 damage will be done to the unfortunate. At the GM's whim, he may also have them accidentally amputate a limb.
Because life is hard.
Example: Billy has been shot. He has taken 7 real of his 10 HP and is in a bad way with three left.
Phil attempts first aid, fumbles and inflicts another 2 HP of real damage. Billy is now unconscious. Rather than have someone else attempt first aid on the now critical patient, they take him to a doctor who also fumbles, killing Billy. This is what happens if you let NPC's do the work.
Example 2: Phil has been brutally clubbed by Fred for helping kill Billy. Phil normally has 12 HP. He took 12 points of half and half damage. That means that unless someone messes with him, he will lie there in a pool of his own blood for two hours. When he eventually comes around, he will be at 2 HP. After another four hours of rest (assuming Fred does not kick him a few times) all of Phil's temporary damage will be gone, leaving him with 6 real HP of damage.
Bob decides to punish Phil by attempting first aid while Phil is still unconscious at 0 HP. Strangely, Bob succeeds, causing Phil to regain d3 HP. Bob rolls a 3. Phil is now awake and still has 6 stun and 3 real damage but at positive 3 HP.
After a screaming match between Fred and Bob, it is decided to take Phil to the same doctor that helped kill Billy. The stars align and the drunken doctor succeeds his medicine and rolls a 3. All of Phil's real HP of damage are gone. His stun damage will go away at one per hour. After six hours of rest, he is again at full (12) HP and ready for a new savage beating.
Note - this should be the same as before.
There are three different kinds of damage.
Real, stun and half and half. Half and half is half real, half stun - round to stun.
Example: Mikey takes a club to the head doing 5 points of half and half. Mikey takes 2 real and 3 stun.
Unlike real life, there are only two times when you are affected by missing HP.
When you have only one left or when you have zero left. Either way, you are knocked down.
If you have zero left and none of the damage is stun, you are dead.
If you have zero left and some of the damage you have taken is stun, you will wake up when the stun is healed - unless further damaged.
Stun damage generally comes back at the rate of one per hour.
Real damage comes back at the rate of d3 per week of rest. Adventuring is not 'rest'. Rest is lying in a bed and having people take care of you. Most adventurers do not rest. They regain real damage at the rate of one per week.
The GM may allow 'endurance/con' rolls to aid in recovery. However, if you are relying on that - in the current game setting - you are probably doing something wrong.
First aid can be used once successfully. If successful, it regains d3 real HP to the target. Required materials include simple first aid supplies - generally wrapping the person's head in a white wrap suffices. Unless a specific other body part has been injured.
Note that if someone tries first aid and fails, the next person is at a -30% to succeed. The next person at a -60%. Better to have the person who is best at first aid actually attempt it.
Medicine has the exact same effect as first aid however requires 'doctor' skill and a lot more props. A full doctor's bag, operating room and such.
Successive tries in medicine work in the same way.
Because life is unfair, a fumble in either first aid or medicine will not heal any damage but will in fact reduce the target's HP by d6, possibly killing them. If both first aid and medicine are fumbled, 2d6 damage will be done to the unfortunate. At the GM's whim, he may also have them accidentally amputate a limb.
Because life is hard.
Example: Billy has been shot. He has taken 7 real of his 10 HP and is in a bad way with three left.
Phil attempts first aid, fumbles and inflicts another 2 HP of real damage. Billy is now unconscious. Rather than have someone else attempt first aid on the now critical patient, they take him to a doctor who also fumbles, killing Billy. This is what happens if you let NPC's do the work.
Example 2: Phil has been brutally clubbed by Fred for helping kill Billy. Phil normally has 12 HP. He took 12 points of half and half damage. That means that unless someone messes with him, he will lie there in a pool of his own blood for two hours. When he eventually comes around, he will be at 2 HP. After another four hours of rest (assuming Fred does not kick him a few times) all of Phil's temporary damage will be gone, leaving him with 6 real HP of damage.
Bob decides to punish Phil by attempting first aid while Phil is still unconscious at 0 HP. Strangely, Bob succeeds, causing Phil to regain d3 HP. Bob rolls a 3. Phil is now awake and still has 6 stun and 3 real damage but at positive 3 HP.
After a screaming match between Fred and Bob, it is decided to take Phil to the same doctor that helped kill Billy. The stars align and the drunken doctor succeeds his medicine and rolls a 3. All of Phil's real HP of damage are gone. His stun damage will go away at one per hour. After six hours of rest, he is again at full (12) HP and ready for a new savage beating.