Re: alternative wounding rules

From: simon_hibbs2 <simon.hibbs_at_...>
Date: Wed, 03 Dec 2003 16:21:20 -0000


I like this system a lot. How about this for healing:

To heal a wound the healer rolls thier healing skill against the wound't rating. Results are interpreted as follows:

Complete Failiure - Double the wound rating Major Failiure - Add half again the wound rating Minor Failiure - Add +5 to wound rating
Marginal Failiure - No effect

Marginal Success - Wound heals in half normal time. Minor Success - Reduce wound by 1/10th healing ability (augment rating) and heals in half normal time.
Major Success - Reduce wound rating by half, and remainder heals in half normal time.
Complete Success - Wound is completely healed.

Magical healing is matched against the normal resistance of 14 rather than the wound's rating, but the rusults are the same based on the level of success. Each healer can only try once against each wound (assuming they use their best healing ability and augment with all the others).

Simon Hibbs

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