08-26-2015, 02:31 AM | #11 |
Join Date: Sep 2007
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Re: First aid kits
Personally I ruled that part of Cost of Living is refilling whatever you've used from your First Aid Kit.
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08-26-2015, 03:14 AM | #12 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: First aid kits
That seems very reasonable for most kinds of campaign. I could see GMs of survival games wanting to make more of it. That doesn't address "how many wounds can you treat" but in the games I play in, large numbers of injuries between chances to refill are very rare.
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08-26-2015, 05:05 AM | #13 | ||
Join Date: Jun 2006
Location: On the road again...
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Re: First aid kits
Quote:
Quote:
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08-26-2015, 05:57 AM | #14 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: First aid kits
Hi-Tech says a small first aid kit can treat one major wound or a couple of smaller ones. I'd say larger kits have about that capacity per pound of weight.
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08-26-2015, 06:09 AM | #15 | ||
Join Date: Jul 2006
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Re: First aid kits
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Typically the first thing you do with a private kit is customise it - often by adding your choice of painkillers and creams. For reference this is a link to the supplier I use for work - a leading, and fairly typical, UK first aid kit dealer. |
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09-20-2015, 05:14 AM | #16 |
Join Date: Aug 2015
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Re: First aid kits
One major or two smaller per pound, plus a larger number of treatments for tiny wounds (bandaids) sounds like a good rule of thumb.
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09-20-2015, 05:39 AM | #17 | |
Join Date: Jul 2005
Location: Jeffersonville, Ind.
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Re: First aid kits
I'd argue a wound that can be treated with only a Band-Aid is probably zero points of damage. (Basically below the resolution of the system.) I seem to recall that even a 1 HP penetrating (cut, imp, pi, etc.) wound would likely need stitches at a minimum. (But, I wouldn't say that all wounds that need stitches are 1 HP.)
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09-20-2015, 11:39 AM | #18 |
Join Date: Dec 2008
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Re: First aid kits
Or any game where you are stranded away from civilization for extended periods of time (a lot of horror, frontier exploration, shipwreck, etc.)
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09-20-2015, 04:27 PM | #19 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: First aid kits
Quote:
I stepped on a lot of nails as a kid that I would classify as a single point of impaling damage that nevertheless didn't need stitches or anything but a few days of hopping around. Then again, my arm got impaled by a nail and I partially hanged from it. Because of odd angling, I wouldn't classify it as even a single point of damage.
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09-20-2015, 10:21 PM | #20 |
Join Date: Apr 2007
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Re: First aid kits
Running a post-apocalyptic survival game right now... so far the PCs have only encountered mundane threats (people, hunger, starvation, environment, illness) so limitations on first aid supplies would be pretty important to me (and I was already using a similar guideline to the one discussed here from HT)... especially since there's no economy for people to assume "cost of living" is refilling kits for them. >:D
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