First Aid is one
of those things that's hard to get right in OSR games. For one thing,
healing potions being ubiquitous in a setting raises a lot of
questions, but is a good way to facilitate simple healing. On the
flip side, having NO healing beyond bed rest and time really limits
the options of a party. Maybe you think that's a good thing, or maybe
you don't.
This system for
First Aid is done to give party members something to do while the
others may be screwing around with locked doors or magic users
casting or preparing spells. Plus it's still based on resources, but
the resources are a bit flexible.
Damage Tracking
The Four Damage Types |
Whenever
a player takes damage from a direct source, notify the number and
write a little letter or symbol next to it dictating its type. If the
damage is over time, like from being lit on fire or multiple rounds
in the razorblade hallway, keep track of all the damage from that
source as one number.
Damage Types
There
are four types of damage and a way to cure each.
Sharp
damage is from swords, arrows, and claws. It is healed with bandages.
Blunt
damage is from clubs, fists, and falls. It is healed with splints.
Elemental
damage is from fire, ice, electricity, and acid. It is healed with
ointment.
Death
damage is from arcane magic like magic missile, poison, the gaze of a
basilisk, the touch of an undead creature, and other miscellaneous
effects. It cannot be healed with first aid.
First
Aid
In
order to perform first aid, you must take a turn while another
character patches you up. Doing First Aid on yourself is possible but
you get a -1 to TOTAL HP healed. You heal 1 HP per Hit Dice you
possess + the Wisdom modifier of the healer vs the highest injury you
have of that type, and use up one medical supply in the process.
This means that, in ideal circumstances, you'd be healing at minimum 1/6 of your maximum health each turn you get first aid, but since it is healing only the biggest injury at a time and of a specific type, this really cuts it down to size.
I ended up calling this one "The First Kill" |
Medical
supplies are carried in stacks of 3 per 1 load. You can bind one of
each type together in each stack, or spread them out, either way. The
nice kinds of medical supplies you can buy from the store heal +1 to
the total HP healed from use.
However,
you can also salvage medical supplies by using your environment. You
can make a bandage by using rags, tapestries, paper, and other
fabrics in an emergency. You can make a splint with some twine or
rope and something straight and hard; like a rusted old sword or a
bone. Finally, ointment can be made by melting the fat of the various
monsters and beasts you kill, which just requires a fire and a pot to
melt it down. These improvised first aid supplies work, they just
don't get that store bought bonus as stated above.
Conclusion
This
system is a little crunchy but I hope it gives people some thought
about how useful magical healing really is if they have to jump
through hoops to heal normally, and allows characters to both scale
with the first aid system and have more interesting short rest/short
downtime actions while they actually explore the dungeon.
I am probably not going to be using these rules anytime soon, but I think they may be fitting for a mega-dungeon where players need to spend a lot more time camping and healing within the dungeon itself, or for groups who want something more crunchy.
I am probably not going to be using these rules anytime soon, but I think they may be fitting for a mega-dungeon where players need to spend a lot more time camping and healing within the dungeon itself, or for groups who want something more crunchy.
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