From: v124pz9t@ubvmsb.cc.buffalo.edu (David Cheng)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: First Aid
Date: 16 Dec 92 01:38:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <966@rc1.vub.ac.be>, apardon@rc1.vub.ac.be (Antoon Pardon) writes...
> 
>In article <1992Dec13.210512.1@wharton.upenn.edu>,
>millerl@wharton.upenn.edu wrote:
>> 
>> Between RQ2 and RQ3 characters became capable of healing damage with
>> First Aid skill rolls, and I for one think that alters campaign feel in
>> undesirable ways. As the RQ4 rules propose to essentially double
>> characters' hit points I think that the First Aid rules could be cleaned
>> up a little, restoring the feel of the original rules, that damage is
>> permanent unless healed by magic, including divine means, or rest.
>> 
>> First Aid: The rough and ready art, often practiced by soldiers, of field
>>      medicine. This allows one to stop a wound from bleeding, to splint a
>>      broken limb, or to fashion a rough sling. A successful roll will stop a
>>      wound from bleeding in one round, and splint a broken limb or fashion a
>>      sling within five minutes. A failed roll will require four rounds to
>> Comments?
> 
>I agree with this. It's mostly how it is handled in my campaign.
>Characters are only allowed to increase their HP with First Aid
>if they are applying magical herbs in the process.
> 

I agree that a normal roll granting 1d3 of healing is pretty generous.
Back when RQ3 first came out, one positive piece of feedback I heard
about this was "Well, at least now First Aid does something useful..."

cctr128@cantua.canterbury.ac.nz (Mr K Osborn)
suggests that a good first aid affect the healing rate.  That makes
sense, but I think it would be a bookkeeping nightmare.
"Well, I took 3 wounds on my arm this adventure.  One had a failed
first aid, so it won't heal for 5 days.  The second had a success, 
but it was nastier, so it will heal in 6 days.  The last was a crit
First Aid, so it'll be OK in 2 days.  But wait, I can only heal 
1 point in an area per day..."

Of course, this ignores that this guy would heal up with battle
magic long before all this, probably...

gal502@huxley.anu.edu.au (Graeme Lindsell)
Suggests the Battle Magic Heal spell be changed significantly, to
more like a "magical enhancement to First Aid."  I am very wary
of this, as in RQ combat, people fall down much too easily.  The
system _needs_ a way for characters to get up in seconds.  If
not, the flavor of combat becomes much different.  much much different.

Loren originally suggested a way to tone down the skill.  However,
he didn't mention what happens with good rolls.  How about
keeping what he suggested:

Success = blood loss stopped 1 rnd, splint/sling in 5 min
Failure = bloos loss stopped 4 rnds, splint/sling 20 min
Fumble = blood loss increases-only stopped by magic, no splint/sling

and add

Special = blood loss stopped 1 rnd, heal 1 pt after 5 min, will stop
          bleeding as a result of a fumbled First Aid
Crit = As Special, but 1d3 after 5 min

As you can see, I  was never totally opposed to healing points.  Probably a holdover 
from my D&D days, when we had no Cleric around...

-David Cheng
 drcheng@sales.stern.nyu.edu
Newsgroups: rec.games.frp.misc