05-11-2017, 04:57 PM | #1 |
Join Date: Nov 2007
Location: Sydney
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Stabilising a mortal wound in DF
The party is in a Dungeon. No surgery, but they have healing magic (and first aid).
The Basic Set has surgery to stabilise a mortal wound. GURPS Lite of all places has any magical healing doing so. What do you think is fair? I was leaning towards getting up to negative HT with magic. Now after reading GURPS Lite I'm leaning towards just going with any magic healing and/of surgery. |
05-11-2017, 05:25 PM | #2 |
Join Date: Jun 2006
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Re: Stabilising a mortal wound in DF
Any magical healing is probably OK.
The whole point of the mortal wound rules (as opposed to you failed a Death Check, you die) is to keep PCs alive, so if you are using them in the first place you don't want to make that hard. I could see a requirement for enough healing to take you back up through the threshold for 1 death check, or enough healing to do more for you than First Aid can (which I guess is 3 or 4 hit points worth). I wouldn't go to more than that.
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05-11-2017, 06:16 PM | #3 |
Join Date: Nov 2009
Location: GMT-5
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Re: Stabilising a mortal wound in DF
Stop Bleeding spell (M91).
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05-11-2017, 06:22 PM | #4 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Stabilising a mortal wound in DF
If I were being serious about being old-school in my DF I'd just remove mortal wounds; you fail a death check, you're dead. In any case, the rules don't specify, so do whatever the GM prefers.
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05-11-2017, 07:27 PM | #5 |
Join Date: Sep 2004
Location: Canada
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Re: Stabilising a mortal wound in DF
Stop Bleeding is the only spell that discusses Major Wounds at all. While generally I think this means that no other spells are applicable, I think Instant Regeneration and Great Healing are both probably fine, as of course appropriate Wishes.
Petrifying the subject will keep them stable :) Plant Form Other and Heal Plant would also be successful.
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05-11-2017, 10:21 PM | #6 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Stabilising a mortal wound in DF
Theoretical question: if you petrify someone and then knock their head off, do they die, or do they only die when you cast stone to flesh? Can you cast Repair or Shape Stone on the statue to put it back together?
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05-12-2017, 04:00 AM | #8 |
Join Date: Mar 2008
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Re: Stabilising a mortal wound in DF
Some of that depends on the tone of the campaign. I was in one where Shape Stone could be used to do plastic surgery, even fairly extreme changes. Because it was funny when the PCs did it the first time.
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05-12-2017, 10:46 AM | #9 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Stabilising a mortal wound in DF
The latter is certainly more fun, so I would go with that.
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05-12-2017, 11:51 AM | #10 | |
Join Date: Jul 2005
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Re: Stabilising a mortal wound in DF
Quote:
This is to prevent abuse of the magic and goofy ideas about plastic surgery. How long the soul hangs around as the petrified body is eroded by wind and water is something that never came up.
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Michael Cule,
Genius for Hire, Gaming Dinosaur Second Class |
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Tags |
dungeon fantasy, healing, mortal wound, stabilise |
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