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Kiren
2008-08-21, 02:57 PM
The Heal Skill Redux: Part One

Surgery

The attempt to replace the heal skill with 2, Surgical and Medical.

Kiren
2008-08-21, 02:58 PM
Surgical tools

Surgical Kit

Cost:200 Gold

Includes the following Surgical tools for surgeries:

Forceps
Scalpel
Drain
Magnification Glass
Syringe
Needle and thread
Bandages

Special: Without a surgical kit, tools must be improvised or done away with causing a -4 to precision rolls

Advanced surgical kit
Cost:400

All of the tools above and generic ones to make procedures easier

Special: With the advanced surgical kit you gain a +2 to Precision rolls

Kiren
2008-08-21, 03:03 PM
Skill

Surgery (Dex, Trained only)
Allows the use of Surgical procedures in order to treat wounds

Special: Add half your ranks in Surgery to your precision roll


Step One

Knocking the Patient out

*Patients not knockout provide a -4 to precision rolls*

You don't want the patient to scream in pain every time you attempt to help them, their are several different approaches to Knocking your patient out

Defining "Knocked out"

Knocked out in this way means unable to feel the pain, Very dull pain, Unconscious, Dying, Trance. Your dm has final say on if the patient is Knocked out by your method.

Methods of knocking out.

Alcohol: Alcohol is a great way to dull the pain of surgery or even knock the patient out.

Alcohol

The Surgeon rolls a d20 adding the potency of the ale to the roll against the constitution score of the patient, if it succeeds the the patient is knocked out, if it fails by 3 or less, then it fails with a 24 hour reduction to the dc to knock out the patient by 2, the use is wasted. Failing by more wastes the use with no dc reduction.

Small: half a use of a bottle
Medium:1 use of a bottle
Large:2 uses of a bottle

Snow Water
"Wha' th' hell laddie I tol' you to get da booze!"
Cost:1gp
Uses:1
Potency:1

Weak Ale
"a Beginners drink"
Cost:7 gp per bottle
Uses:4
Potency:3

Surgical Alcohol
"Surgeons preferred"
Cost:12 gp per bottle
Uses:3
Potency:5

Moonshine
"This is the stuff"
Cost:15 gp per bottle
Uses:4
Potency:7

Dwarven Stout
"Not the common mans drink"
Cost:20
Uses:3
Potency:9

Magic and psionics
Spells that can "Knock out" Patients, are preferred by clerics *Besides dwarven ones.*

Force
By dealing enough nonlethal damage, patients are effectively Knocked out.

Kiren
2008-08-21, 03:08 PM
Vital points, Precision roll and cure roll

Vital points are the *Health* of the body during surgery, if ever to reach 0 the patient dies. Under normal circumstances the vitals of the patient are 100, but depending on the injury, it can be lower. Vitals increase at a rate of 5 per hour.

Precision roll is the roll that determines whether you treat the problem or you fail to the first time. Failing the precision roll could Inflict damage to the Vitals of the patient.


First Incision
Not all surgeries require a incision into the body, *Such as external wound treatment* The base dc for the first Incision is 10, Add 2 for every point of Natural armor. Roll a Precision roll for this, if you succeed the precision roll then roll cure points 5 for the purpose of first incision. Failing the precision roll by 5 or less lowers the dc by 2, failing by more doesn't lower the Dc. Subtract 5 points from the vitals for failing the first Incision.

Kiren
2008-08-21, 03:34 PM
Surgery Index
Acid Draining (Incision) *Done*
Broken Bones(Incision) *Done*
Burn treatment (varies)*Done*
External Lacerations (no Incision) *done*
Foreign Object Removal (Varies) *Done*
Infection (Varies)
Hemoraging (varies) *Done*
Internal Lacerations (Incision *Done*
Limb Reattachment (varies) *Done*
Multiple Problems (Varies) *Done*
Mummy rot Curing (Incision) *Done*
Parasite Removal (varies)
Poison draining (Incision) *Done*
Slimy doom Removal (Incision) *Done*
Tumor Removal (Varies) *Done*
Unknown Illness treating (Unknown) *Done*

Infection Index
To be announced

New disease Index
To be announced

Parasite Index

TBA

Required variant, Critical Injuries
On a successful crit, instead of double damage roll a d100 on this chart.

1-20:Normal Critical hit damage
21-30:Broken Arm
31-40:Broken Leg
41-50:Other part Broken
51-60:external Lacerations
61-65:Internal Lacerations
66-70:Foreign Object Removal
71-80:Infected injury
81-83:Loss of body part (Broken bone is weapon used is Bludgeoning)
84-90:roll twice and take both
91-100:No Injury

Kiren
2008-08-21, 06:08 PM
Procedure

Acid Draining

Causes: Blade or Ingested

Pair ups: This injury would best be paired up with Burn from the corrosive acid and Lacerations if injury occurred because of a poisoned blade.

Above 0 HP vitals: -10 from Max Vitals
Below 0 HP Vitals: -50 from Max Vitals


Step One:First Incision (Standard action)
Step Two: Drain the Acid, Precision Difficulty Dc 14 (Full round action)
Step Three: Clamp first incision Dc 12 (Full round action)
Step Four: Thread the first incision Dc 14 (Two full round)
Step Five: Bandage the threaded incision Dc 10 (Full round action)

Step One Fail: -5 Vitals
Step Two Fail: -4 Vitals
Step Three Fail: -8 Vitals
Step Four Fail: -6 Vitals
Step Five Fail: None

Road to recover: Sickened for a week

If left untreated: Continuous Acid's effect

Possible Infections or Complications: Operable Internal Burns

Lappy9000
2008-08-21, 07:05 PM
Trama Center:
"I've finished up all my med training, and I'm finally able to take on some true medicinal work in the field. Lives are at stake, and I'm here to save them, one by one!"
"Doctor there's a car crash patient in the E.R."
"We must hurry! What's the diagnosis?"
"There are deep lacerations in the sternum...WHERE ALIENS HAVE TAKEN OVER HIS BODY!!!1!!!"
"Huuu-WHAAAA?!?!?!"
"QUICK, USE YOUR ZAPPY GUN TO STOP THEM!!1!!1!"

...........sorry. I love Egoraptor too much :smalltongue:
Right, I don't even know where to start on this stuff, I usually just use Heal as a catch-all for sewing limbs back on....

Kiren
2008-08-21, 07:12 PM
Procedure

Broken Bones

Causes: Force to the bone

Special: Roll a D6

1:Left Arm.
2:Right Arm.
3:Left Leg.
4:Right leg.
5:Head
6:Reroll and chose twice, If 6 is rolled again then no damage.

Pairups: Internal Lacerations

Above 0 HP: -0 Vitals
Bellow 0 Hp: -40

Step One:First Incision (Standard action)
Step Two: Pick up all bone Shards, Dc 15 (2 Full round actions)
Step Three: Set bone shards into place, Dc 14 (2 full round actions)
Step Four: Burn the bone together, Dc12 (Standard action)
Step Five: Clamp the wound, Dc12 (Full round action)
Step Six: Thread the First incision, Dc 14 (Two full round actions)
Step seven: Bandage the Closed wound. Dc 10 (full round action)

Step One Fail: -5 Vitals
Step Two Fail: -3 Vitals
Step Three Fail: -4 Vitals, spend a round to pick up shard dropped
Step Four Fail: -6 Vitals
Step Five Fail: -8 Vitals
Step Six Fail: -6 Vitals
Step Seven Fail: None

Road to recover: Limbs Unable to use Limb for Six Months and -4 to Dex and Str checks. Head: -2 to Wisdom and Intelligence checks

If left untreated: Improper healing, if unfixed in a week then theirs a permanant -2 reduction to str and dex scores until the Bones are put in the right place, Replace step 2 with Break Bone, Dc 16 (1 full round action)
Fail break bone, -5 vitals.

Possible Infections or Complications: Parasite

Kiren
2008-08-21, 07:13 PM
Trama Center:
"I've finished up all my med training, and I'm finally able to take on some true medicinal work in the field. Lives are at stake, and I'm here to save them, one by one!"
"Doctor there's a car crash patient in the E.R."
"We must hurry! What's the diagnosis?"
"There are deep lacerations in the sternum...WHERE ALIENS HAVE TAKEN OVER HIS BODY!!!1!!!"
"Huuu-WHAAAA?!?!?!"
"QUICK, USE YOUR ZAPPY GUN TO STOP THEM!!1!!1!"

...........sorry. I love Egoraptor too much :smalltongue:
Right, I don't even know where to start on this stuff, I usually just use Heal as a catch-all for sewing limbs back on....

It could patch your Avatar up better, lol

Kiren
2008-08-21, 07:55 PM
Procedure

Burn Treatment

Causes: Acid, Fire, Magic.

Pairups: Hemoraging, Burns can bring on Hemoraging.

Above 0 HP: -20 Vitals
Bellow 0 Hp: -40 Vitals

Step One:First Incision (Standard action) *Internal only*

Step Two: Cut the burnt skin off, Dc 16 (1 Full round action)
Step Three: Drain the Blood, Dc 14 (1 standard action)
Step Four: Clamp the wound, Dc12 (Full round action)
Step Five: Thread the wound, Dc 14 (Two full round actions)
Step Six: Bandage the wound. Dc 10 (full round action)

Step One Fail: -5 Vitals
Step Two Fail: -6 Vitals
Step Three Fail: -2 Vitals, Spend another standard action to drain the blood
Step Four Fail: -8 Vitals
Step Five Fail: -6 Vitals
Step Six Fail: -0 Vitals


Road to recover: 2 weeks, no serious recovery effects

If left untreated:nonstop hemorrhaging,every day remove one point of con temporarily until wound is treated.

Possible Infections or Complications: Parasite

Maerok
2008-08-21, 07:59 PM
You don't want the patient to scream in pain every time you attempt to help them, their are several different approaches to Knocking your patient out


I hear you there. :smallbiggrin: </sketchy>

Nice job.

Kiren
2008-08-21, 08:15 PM
Procedure

External Lacerations

Pairups: None Expected, but lacerations can be expected depending on core disease.

Special: Due to Ease of surgery, Lack of anesthetic isn't a problem and won't effect precision rolls.

Above 0 HP: -0 Vitals
Bellow 0 Hp: -20 Vitals

Step One: Clamp the wound Dc12 (Full round action)
Step Two: Thread the wound, Dc 14 (Two full round actions)
Step Three: Bandage the wound. Dc 10 (full round action)

Step One Fail:-8
Step Two Fail:-6
Step Three Fail:-0

Road to recover: 5 Days, no serious effects

If left untreated: Infection, will heal into a fairly visible scar in a week

Possible Infections or Complications: Parasite

Pie Guy
2008-08-21, 10:43 PM
[QUOTE=Lappy9000;4759409]Trama Center:
"I've finished up all my med training, and I'm finally able to take on some true medicinal work in the field. Lives are at stake, and I'm here to save them, one by one!"
"Doctor there's a car crash patient in the E.R."
"We must hurry! What's the diagnosis?"
"There are deep lacerations in the sternum...WHERE FLAMING ALIENS HAVE TAKEN OVER HIS BODY!!!1!!!"
"Huuu-WHAAAA?!?!?!"
"QUICK, USE YOUR ZAPPY GUN TO STOP THEM!!1!!1!"

QUOTE]

fixed:smallbiggrin:
Last level of trauma center.

Kiren
2008-08-23, 12:02 AM
*Update*

Im working on the next part of the Heal skill redux, been busy today and yesterday.

Kiren
2008-08-23, 08:16 AM
Procedure

Foreign Object Removal

Causes: Caltrop, Blade Shard, Arrow

Pairups: Hemoraging and Lacerations, broken bones.

Above 0 HP: -0 Vitals
Bellow 0 HP: -30 Vitals

Step .05: Make the incision (Deep object)
Step One:Cut off larger parts of the foreign object DC 13 (Full round)
Step two: Remove The Foreign object DC 16 (move action)
Step three: Clamp the wound Dc12 (Full round action)
Step four: Thread the wound, Dc 14 (Two full round actions)
Step Five: Bandage the wound. Dc 10 (full round action)

Step .05 Fail: -5 Vitals
Step One Fail: -2 Vitals
Step two fail: -6 vitals
Step Three Fail:-8 Vitals
Step Four Fail:-6 Vitals
Step Five Fail:-0 Vitals

Road to recover: 2 weeks, -2 dex -2 strenght

If left untreated: Infection, 1d6 damage per day.

Possible Infections or Complications: Parasite

Debihuman
2008-08-23, 10:36 AM
Somehow I think this would go over much better in a D20 Modern game than in a 3.5 game.

Debby

Kiren
2008-08-24, 12:29 PM
Compications

Infection

TO BE ADDED

Kiren
2008-08-24, 12:44 PM
Procedure

Hemoraging

Causes: Foreign Objects, Other

Pairups: Broken bones, Foreign object,

Above 0 HP: -10 Vitals
Bellow 0 HP: -30 Vitals

Step One: First incision (If internal hemoraging)
Step two: Drain the blood, Dc 14 (1 standard action)
Step three: Cut open blood pocket, Dc 12 (Move action)
Step four: Drain blood pocket, Dc 14 (1 standard action)
Step Five: Thread the Blood pocket, Dc 16 (One full round actions)
Step Six: Clamp the First incision, Dc12 (Full round action) (If internal)
Step seven: Thread the first incision,Dc 14(Two full round actions)(If Internal)
Step Eight: Bandage the wound, Dc 10 (full round action) (If Internal)

Step One Fail: -5 Vitals
Step two fail: -2 Vitals, Spend another standard action to drain the blood
Step three fail: -3 Vitals
Step four fail: -2 Vitals, Spend another standard action to drain the blood
Step five fail: -3 vitals
step six fail: -8 Vitals
step seven fail: -6 Vitals
step eight fail: -0 Vitals

Road to recover: 1 day, no serious effects

If left untreated: Infection, 1d4 temporary con damage per day

Possible Infections or Complications: Parasite

Kiren
2008-08-24, 07:02 PM
Procedure
Internal Lacerations

Pairups: Broken Bones

Above 0 HP: -10 Vitals
Bellow 0 Hp: -30 Vitals

Step One: First Incision (Standard action)
Step Two: Thread the wound, Dc 12 (One full round actions)
Step three: Clamp the incison Dc12 (Full round action)
Step four: Thread the incision, Dc 14 (Two full round actions)
Step Five: Bandage the incision. Dc 10 (full round action)

Step One Fail: -5 Vitals
Step Two Fail: -3 Vitals
Step Three Fail:-8 Vitals
Step Four Fail:-6 Vitals
Step Five Fail:-0 Vitals

Road to recover: 5 Days, no serious effects

If left untreated: Infection, hemorrhage in 1d6 days

Possible Infections or Complications: Parasite

Kiren
2008-08-24, 07:20 PM
Procedures

Limb Reattachment

Special: The Limb must be less then a day cut off, a Gentle repose allows indefinite storage, Limb reattachment is always paired up with Broken Bones,

Special: Limbs over a day old can be revived, the Limb must be placed in a container of holy water for 6 days and have a cure spell every hour. The limb then will be alive 2 days, With some odd side effects if the circumstances are right.

Special: With Dms consent and enough money a Limb of stone, Metal or any other material can be Grafted and fully usable, Considering Magic is a big part of the setting *or small if someone can procure a magic limb.

The Rules for inorganic limbs aren't present, The dm can easily come up with the stats for the limb, the surgery for connecting, Ect.

Pairups: Broken Bones

Above 0 HP: -20 Vitals
Bellow 0 Hp: -40 Vitals


Step One: First Incision (Standard action)
Step Two: Reconnect vains Dc 20 (10 full round actions) At this point limb is healthy and wont be dying
Step Three: Fix Broken Bones
Step Four: Burn the flesh from the limb together DC 14 (2 full round actions)
Step Five: Thread Limb together DC 16 (4 full round actions)
Step Six: Wrap Whole Limb and part of body connected to limb DC 12 (full round action)

Step One Fail: -5 Vitals
Step Two Fail: -15 Vitals
Step Three Fail: *Special*
Step Four Fail: -5 Vitals
Step Five Fail: -4 Vitals
Step Six Fail: -0 Vitals

Road to recover: 4 Months, Unable to Use limb during this time, -4 to strength and dexterity checks, after four months the limb will be good as new.

If left untreated: Infection, Unable to use limb again,

Possible Infections or Complications: Parasite

Kiren
2008-08-24, 07:22 PM
Multiple Problems

When dealing with multiple problems Starting deductions from each sickness is halfed then added together.

The Surgeries must be completed in a Realistic order *Dm has final say*

The Road to Recoveries happen within each other so one injury from the surgery could heal while another is still healing.

Kiren
2008-08-24, 07:47 PM
Procedures

Mummy rot Curing

Pairups:None Common

Above 0 HP: -15 Vitals
Bellow 0 Hp: -35 Vitals

Step One: Cut off Infected Skin Dc14 (standard action)
Step Two: Drain Blood of the patient -10 Vitals Dc 16 (2 full round actions)
Step three: Wipe wound clean, Dc 10 (Move action)
Step Four: Thread the Wound Dc 14 (Two full round actions)
Step Five: Wrap wound in bandages Dc 10 (full round action)

Step One Fail: -5 vitals
Step two: -15 vitals
Step three: -0 Vitals
Step Four: -6 Vitals
Step five:-0 Vitals

Road to recover: 1 day, No serious after effects

If left untreated: Mummy rot effect

Possible Infections or Complications: Parasite


Special: Roll 1d20, 10 and up the treatment was ineffective and the Rot returns at the beginning stages of the diesese 1d6 days later

Kiren
2008-08-24, 07:48 PM
Procedure

Parasite Removal

TO BE ADDED

Kiren
2008-08-24, 07:53 PM
Procedure

Poison draining

Pairups: Lacerations, Foreign Object removal

Above 0 HP: -10 Vitals
Bellow 0 Hp: -20 Vitals

Step One: First Incision (Standard action)
Step Two: Drain the Poison, Dc 14 (Full round action)
Step Three: Clamp first incision Dc 12 (Full round action)
Step Four: Thread the first incision Dc 14 (Two full round)
Step Five: Bandage the threaded incision Dc 10 (Full round action)


Step One Fail: -5 Vitals
Step Two Fail: -4 Vitals
Step Three Fail: -8 Vitals
Step Four Fail: -6 Vitals
Step Five Fail: None

Road to recover: 1 day, No serious after effects

If left untreated: Poison Effect

Possible Infections or Complications:Parasite

Kiren
2008-08-24, 07:58 PM
Procedure

Slimy doom Removal

Pairups: Lacerations

Above 0 HP: -15 Vitals
Bellow 0 Hp: -25 Vitals

Step One: First Incision (Standard action)
Step Two: Drain the Stomach of Slime, Dc 18 (Two Full round actions)
Step Three: Clamp first incision Dc 12 (Full round action)
Step Four: Thread the first incision Dc 14 (Two full round)
Step Five: Bandage the threaded incision Dc 10 (Full round action)


Step One Fail: -5 Vitals
Step Two Fail: -15 Vitals
Step Three Fail: -8 Vitals
Step Four Fail: -6 Vitals
Step Five Fail: None

Road to recover: 2 weeks, Nasueated, -2 dex and con
If left untreated: Slimy Doom effect

Possible Infections or Complications:Parasite, Return of Slimy doom

Special: Roll 1d20, 10 and up the treatment was ineffective and the doom returns 1d6 days later

Kiren
2008-08-24, 08:06 PM
Procedure

Tumor Removal *Based On the Trauma center method* (Powell procedure)

Pairups: None common

Above 0 HP: -15 Vitals
Bellow 0 Hp: -25 Vitals

Step One: First Incision (Standard action)
Step Two: Cut skin to tumor, Dc 14, (Move action)
Step Three:Drain the Cytoplasm Dc 14 ( Standard action)
Step Four: Cut the Tumor out Dc 12 (standard action)
Step Five: Thread the wound closed Dc 14 (Full round action
Step Six: Clamp first incision Dc 12 (Full round action)
Step Seven: Thread the first incision Dc 14 (Two full round)
Step Eight: Bandage the threaded incision Dc 10 (Full round action)


Step One Fail: -5 Vitals
Step Two Fail: -4 Vitals
Step Three Fail: -6 vitals
Step Four Fail:-5 vitals and repeat step three if failed twice
Step Five Fail: -4 vitals
Step Six Fail: -8 Vitals
Step Seven Fail: -6 Vitals
Step Eight Fail: None

Road to recovery: 1 week, no serious side effects

Possible Infections or Complications: Parasite

Kiren
2008-08-24, 08:08 PM
Unknown Illness treating (Unknown)

When treating a unknown illness or injury the surgeon should make a search check every procedure *First incision, and the closing of first incision doesnt count* Dc 16 to figure out the next step.

Besides that a Unknown illness is a Home brewed procedure.

Kiren
2008-08-24, 08:09 PM
*Spot saved*

Kiren
2008-08-24, 08:10 PM
*Saving spot for Future use*

Kiren
2008-08-24, 08:12 PM
*I need a total of Five Saved spots*

Kiren
2008-08-24, 08:15 PM
*Spot saved, One more and I Will allow mainstream posting*

Kiren
2008-08-24, 08:16 PM
*LAST SAVE*

You may post now

Kiren
2008-08-25, 12:49 AM
Questions, comments, appointments?

Kiren
2008-08-25, 11:13 AM
I could use another bump

Posting open!

Kiren
2008-08-25, 06:16 PM
No one has a comment?

Destichado
2008-08-25, 08:39 PM
No one has a comment?

Okay, this is interesting, intellectually, but what to you see as its utility? Replacing one roll with many, MANY rolls is not a good thing unless it serves a purpose. What purpose do you envision?

Bandededed
2008-08-25, 08:47 PM
Personally, I don't see many people even take the heal skill as written. Broken up as is, they would now have to use 2 sp/lvl to do the same thing, with a much more complicated mechanic. Remember, HP in D&D is abstract, so some of the specifics of the damage are lost. My group mostly plays that there are minor wounds that add up slowly.

This is much like when I thought it would be nice to divide dex. into skill and speed. The problem is that it would make any class reliant on both (e.g. rogue) deal with a new M.A.D. problem and any class that previously didn't need it (barbarian, fighter), now was as well. As if they didn't have enough problems compared to caster's already.

Though I suppose if you were making a D&D version of Trauma Center...:smallwink:

Kiren
2008-08-26, 01:38 AM
Heres what I envisioned, A fun way to heal peoples wounds. Also when wounds of battle take place the healers get to heal on the scene instead of or during battling *Which a planned addition might help, So when Generic fighter 1 gets his arm cut off, the healer gets to be a front line battler *Against loss of limbs*

Edit: Its more realistic too

Kiren
2008-08-26, 03:09 PM
The heal skill is generally used my classes that have heal spells, making it irrelevant anyway, because casters can do without it, Now healing can be done by anyone, and casters have more of a reason to take ranks in it.

Kiren
2008-08-27, 12:36 PM
Not many interested, I thought this would be something interesting to homebrew

Nightblade
2008-08-28, 06:53 PM
Interesting concept, but perhaps in some aspects, adds a little more complication than most people will want to deal with. d20 Modern has a much more simple method of Surgery, but this adds a much more real feel to the Heal skill.

All in all, I'm not interested until my tools can cast knock, detect [anything], and arcane lock.

Kiren
2008-08-29, 01:57 AM
Interesting concept, but perhaps in some aspects, adds a little more complication than most people will want to deal with. d20 Modern has a much more simple method of Surgery, but this adds a much more real feel to the Heal skill.

All in all, I'm not interested until my tools can cast knock, detect [anything], and arcane lock.

This mechanic was designed to make Injuries a big part of the game, Burn treatment after a dragon's cave raid, broken bone treatment from a crowbar to the arm, Medics can now be played fun

So basically Treating injuries is as big a part as fighting dust monsters, and head crabs.

Geostran
2008-08-30, 01:07 PM
Hello Kiren.

First of all, I'd like to say I am very impressed with what you have done here. You have done an awful lot of work on this heal skill. As I see it, you only have Infections, and the Infection Index, Parasite, the Parasite Index and Parasite Removal sections to finish; and I very much look forward to seeing how you handle these sections.

I find this interesting reading, and I truly hope that you will be able to incorporate into your games and derive great fun and enjoyment. Because we play these games to enjoy ourselves.

That said, I am not sure that I could employ these rules in the games I run so that my players and I would derive such enjoyment. Behind the DM's screen, I would dread trying to remember all that was required should one of my players attempt to use this skill on a fallen ally -- and trying to look up to determine what is required for this type of injury while probably heightening the anxiety of the fallen one, would probably slow the game overall, reducing the enjoyment of the others.

Overall a very good piece of work.

Kredine
2008-09-01, 11:22 PM
Do you have medical training at all? Or just too smart.
I really like the idea of this.
I would implement it in my games if my players would actually use it.

Would you add further bonuses such as, a bonus if there is another trained assistant and such? Or if it is in a sanitised area etc?

Kiren
2008-09-02, 12:34 AM
Do you have medical training at all? Or just too smart.
I really like the idea of this.
I would implement it in my games if my players would actually use it.

Would you add further bonuses such as, a bonus if there is another trained assistant and such? Or if it is in a sanitised area etc?

Ill continute the project sortly, and Ill add santization and assistant rules

Kiren
2008-09-02, 12:46 AM
Bump because of misspost

Kredine
2008-09-02, 03:17 AM
Awesome.
I shall be keeping on eye on this, and If you do not mind, shall try to implement it into my games.
Great job in my opinion. Almost as good as the spork. =]

GenPol
2010-01-01, 07:29 PM
I actually love this. I've always been vaguely disappointed by the unrealisticness of DnD's 3.5 heal skill, and I too play far too much Trauma Center... Mind if I steal this for the campaign I'm creating?

Milskidasith
2010-01-01, 08:44 PM
This does not mesh well with D&D's style at all. D&D is very abstract and non-gritty, while this is very specific and incredibly gritty, especially considering it uses the annoying "on a crit, your character is mangled for the rest of his life" variant.

Turning healing into a massively complex game where every battle results in horrible injuries taking weeks to cure does not mesh well with D&D's high fantasy, low grit feel at all. I might see the use of such a system in, say, a realistic civil war game (a bullet wound! Remove the arm, and probably die of gangrene anyway!), but not in a system where you can literally cure injuries with magic anyway. It's just not a good fit.

Kiren
2010-01-01, 08:46 PM
Thread resurrection for the win! Sure you can steal it for your own campaign, tell me how it works out, because I have been thinking on making a second version to make it more viable in campaigns and I need feedback.

EDIT:
This does not mesh well with D&D's style at all. D&D is very abstract and non-gritty, while this is very specific and incredibly gritty, especially considering it uses the annoying "on a crit, your character is mangled for the rest of his life" variant.

Turning healing into a massively complex game where every battle results in horrible injuries taking weeks to cure does not mesh well with D&D's high fantasy, low grit feel at all. I might see the use of such a system in, say, a realistic civil war game (a bullet wound! Remove the arm, and probably die of gangrene anyway!), but not in a system where you can literally cure injuries with magic anyway. It's just not a good fit.

Yes, it was designed for realism/low magic campaign usage, the second version I had planned to release was going to address those problems but it had not come together, not much support. I'm rethinking about making it again though.