Showing posts with label wounds. Show all posts
Showing posts with label wounds. Show all posts
Sunday, September 21, 2014
K37 - Stress testing Thordar the fearless fencing dwarf.
Labels:
combat,
First Deep,
Khazad-dûm,
orcs,
Thordar,
wounds
Tuesday, September 3, 2013
Khareo's Tale #6 - The back streets of Lorthalen
Hired sword wanted
The Lothal sisters weighed their options. They figured out that they would need some brawn to assist if they were to leave town. They posted ads around the city markets [ successful influence check with local merchants, +1 for advertising ]. Mary tried to skimp on salary, but eventually settled to offer 35 silver crowns per month plus a vitality amulet. A number of candidates knocked at the door [ Propaganda-10, +1 city size, +1 advertising, -1 failed use of "common sense/IQ" as supporting skill, +1 increased wage, +1 Charisma, +1 Status, +1 Wealth. Target:15. Success by 1 ]. A bankrupted bakers who had been convicted for fraud and desperate for work, a scary looking father of four looking for a better paid job, and a retired Navy officer with area knowledge in the Golden Archipelago. The sisters settled for Horatio Mar, the more expensive retired navy officer. They scoured the dock area for a ship heading for Lorthalen. They settled with a captain to depart on the following day against 4 silver coins each and the pledge to share the workload with the crew.
The trip was difficult but interesting. They learned much about seafaring and made friends among the sailors.
The trip was difficult but interesting. They learned much about seafaring and made friends among the sailors.
Friday, August 16, 2013
Hit points are for reeling...
As I prepare the last chapter of the Palantir Commission campaign, I am prepping for some extent of high heroics in some dark places. I don't want to loose the gritty touch and the Tolkien feel. This means that heroes in Middle-Earth should be able to shrug off damage without resorting to healing magic and six packs of potions sold by the alchemical ACME company: it just doesn't work with this world.
Wounds are what tracks medium-term character conditions
I see HP as a way to gauge how hard you ought to get hit before it cause long term harm. Buff warrior can take a hit and without flailing, little ones can't. The medium-term effect of a battle is in my opinion the sustained wounds.
HPs are good to track short term conditions
I want to look at HP as "flesh fatigue": a countdown to reeling and the point where a character needs to roll against HT to stay up. For this reason, I decided to buff the first-aid skill as follow:
- First-aid can be initially delivered to control bleeding and in the process grant up to Margin of Success or 4 (1d6-2 as per TL4 as per Basic Set), whichever is the smallest. A success by 0 means simply that blooding is under control. This step requires 30 seconds.
- After 30 minutes (TL4 delay as per Basic Set). Another First-aid check can be made if the conditions are right, granting again the least of MoS or 4 HP. This step requires clean bandages, splints, balms, and time.
- Daily healing rates are raised to 2 HT checks per day or rest, 4 for Hobbits. First-aid can only recover freshly lost HPs, not these from previously tended injuries.
This means that as much as 8 HP can be regained within 30 minutes of a wound, assuming a very skilled First-aid deliverer. These recovered HP are, however, not going to negate wounds until all outstanding HPs are recovered. Cripplings are treated normally. I anticipate that wounds will accumulate and force the character out of danger to recover for a few days every now and again.
Addendum, with Nirodel the elf joining the campaign, there will be a bit of healing magic in the commission.
Addendum, with Nirodel the elf joining the campaign, there will be a bit of healing magic in the commission.
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