Shrodinger's Damage - Page 2 - Myth-Weavers

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Shrodinger's Damage

   
Mate, I think 10 checks to succeed would be too much by a mile. A single check taking a minute is way less unfair than a minute with what is effectively nonuple disadvantage. As for the effect on a dying character treating themself, that's already covered by disadvantage, but what of a character who isn't dying? What if they're just poisoned, and using first aid to stop the poison? There's no inherent penalty for being poisoned. There's also no coverage here for using first aid with the help of the person you're treating, which should be better than not having help.

Quote:
Originally Posted by Avianmosquito View Post
Mate, I think 10 checks to succeed would be too much by a mile. A single check taking a minute is way less unfair than a minute with what is effectively nonuple disadvantage.
Ah, the 10 checks were based on D&D combat time. If the check was being done in combat and a stabilize would take a minute, then I'd need 10 checks minimum (6 seconds = 1 round, 60 seconds = 10 rounds), and the heat of combat should impose some threat to the actions, hence the check. Otherwise, I'd just have a Take 10 or something similar when out of combat. If your game has a different breakdown of time in combat, I'd adjust accordingly.

But I can see the simplicity in your single check. In a 5E-like game, I can implement that as the First Aider just using the First Aid action for X consecutive rounds, and only needing to make one roll in that last consecutive round. If his/her attention is pulled elsewhere before the Xth round, s/he'd have to start again.

Quote:
Originally Posted by Avianmosquito View Post
As for the effect on a dying character treating themself, that's already covered by disadvantage, but what of a character who isn't dying? What if they're just poisoned, and using first aid to stop the poison? There's no inherent penalty for being poisoned.
If you'd put the penalties on the condition, you'd be fixing a lot of things at once. This would be easier than looking into each skill and seeing how it interacts with each condition.

To illustrate, if you have Poisoned give a -1 penalty on all skill checks (or a select list of skills), you wouldn't have to indicate this again in the description of First Aid. When the game is running, the Poisoned penalty immediately applies on the First Aider, whether s/he is targeting him/herself or another creature. It'd also mean a Poisoned Jumper gets the same penalty without you having to explain it again in the description of the Jump skill.

Quote:
Originally Posted by Avianmosquito View Post
There's also no coverage here for using first aid with the help of the person you're treating, which should be better than not having help.
I'd have this covered by another rule. In D&D, there's another rule for the Help action, and you might implement something similar. In 5E, the Help provides advantage on the primary character's skill check. If I were writing the book for this game, I wouldn't have to write this again in the First Aid section because it'd be covered in the Help Action section.







 

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