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non-magical healing

Posted: Sun Jun 04, 2023 12:06 pm
by BaophraT
I recently played a module with no clerics in the group. The question then arose : can a non-cleric character try to stop a haemorrhage by performing rudimentary treatment (tourniquet etc), simply to prevent a companion from dying, thus stopping the inexorable countdown to death depending on the level of the fallen character ?

Perhaps you've experimented with some of the rules on this point ? For example, an agility or intelligence roll, with a DC modified according to the severity of the injury and the 'healer's' profession ?

Re: non-magical healing

Posted: Mon Jun 05, 2023 5:01 pm
by Raven_Crowking
Duplicate post

Re: non-magical healing

Posted: Mon Jun 05, 2023 5:04 pm
by Raven_Crowking
The way we do it is that the dying character makes a Luck check. If they make it, the other character has succeeded, and the fallen PC is alive but groggy, with 1 hp and a -1d die shift for the next hour.

That said, I would allow (for example) a healer to make a DC 10 Int check to avoid having the fallen character needing to make a Luck check. But the effects would be the same as a successfully recovered body.

Re: non-magical healing

Posted: Tue Jun 06, 2023 10:00 am
by BaophraT
Thanks for your reply Raven, King of the Crows. That's more or less how I handled this non-clerical healing attempt, it seems logical to me. I was also toying with the idea of adjusting the DC depending on whether a character just dropped to 0 hit points or dropped below 0. Perhaps unnecessary complications and less fluidity in the game, I'm still undecided...