View Full Version : Treatment vs Attending?
Mickeroo
05-02-2005, 01:38 PM
I seem to remember there being two ways to deal with lesser wounds in the classic version. I don't have acces to my classic books right now, but I was wondering if you just got rid of it, or if I was just imagining it. I thought there was a quicker, less effiecient way of dealing with wounds, possibly called attending.
I seem to remember there being two ways to deal with lesser wounds in the classic version. I don't have acces to my classic books right now, but I was wondering if you just got rid of it, or if I was just imagining it. I thought there was a quicker, less effiecient way of dealing with wounds, possibly called attending.
just cleaned it up, really. You default to treatment in BWR, if you want to do the ol' "immediate attention" shtick, flip to BW page 204 -- Stop the Bleeding.
-L
Mickeroo
05-02-2005, 01:43 PM
OK thanks, and just out of curiosity, why would someone do that? I mean, they already have the skill apparently, why not just go all the way and start recovery?
Kublai
05-02-2005, 01:45 PM
Maybe there's no time to fully treat the patient?
OK thanks, and just out of curiosity, why would someone do that? I mean, they already have the skill apparently, why not just go all the way and start recovery?
look at the obstacles. Much lower for the StB stuff.
-L
Thor Olavsrud
05-02-2005, 01:51 PM
Stopping the Bleeding (and thus the blood clock) is much less difficult than Treating wounds. Also you need Herbalism or Surgery to Treat anything worse than a Midi. Sometimes all you have available to you is First Aid.
Stopping the Bleeding is basically just stablilizing the patient. Making sure they don't bleed out before you can get someone who really knows what they're doing to Treat the injury. And preferably you want someone with a high Surgery treating them, so they get bonus dice to their Recovery test. That way, they're much less likely to have a lasting injury and are also going to recover much faster.
Thomas Thomas
05-02-2005, 09:10 PM
-Speaking of stopping the bleading vs treatment. Is there a mechanic for wound infections? Say, if the surgury roll fails but not badly? I think on the medieval battle field, otherwise non-lethal wounds would fester and prove fatal. I think disease and infections were more lethal than enemy fire all the way up to the american civil war. I'm kind of twisted but I think the following would be great.
-Our desperate hero scrambles up the side the of the mountain. Fights and claws his way to the fires of mount doom. Casts the one ring into the molten rock. And stumbles back out before the eruption brings the mountain down on him. He collapses on a rock somewhere and dies of blood poisening the next day, the victim of a dirty puncture wound in the leg.
-It's more than a little anti-climactic but it could be fun in the right crowd. I think this would only be appropriate in the most bleak of settings but I would enjoy it.
the rules for infection were left on the cutting room floor. they never made it into the final drafts of classic or revised, and I don't see a reason to put them in.
but I'm sure Trial would love them.
Perhaps some more "realistic" medieval medical rules?
All -XD wounds are immediately considered infected. Make an Ob 4 Health test. If failed, that limb is overwhelmed by the infection. If the limb is cut off, the infection stops. If the head or chest is infected, well, you're in trouble. Herbalism and Apothecary can be used as Linked tests for the Health test vs infection.
Also, Severe wounds and higher count as Mortal Wounds for the purposes of bleeding, but not for knock down.
better?
:roll:
:twisted:
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