A Couple of Questions about some Vague Subjects
Posted: Thu Jun 19, 2014 6:24 pm
A couple of quick questions is all I have for you.
If I'm not mistaken, the rules for healing a dying character say to make a healing check to not die. I'm assuming the target number for that is 14? I feel this is a little low, and more variance should be added to the roll. The group's "healer" has 3 points in healing, is favored in the skill, and has leechcraft. So a TN 14 roll is not very dramatic. "Average" roll for him would be (assuming you count the feat die as a 5 average) 5+3+3+3, which is 14. If he's willing to spend a point of hope it's basically a guarantee. We're relatively early into the campaign, so as the characters spend advancement points, this should only grow easier. I was thinking of house ruling healing from dying (and injuries for that matter) as a 10 or 12 (maybe even an 8) +Attribute Level of the creature that inflicted the blow. So, for example, if they were wounded by a troll with an Att level of 7, the TN to heal that would be 17 (or 19 depending on if you went with either the 10 or 12 base). Is this too harsh? I don't want to "try" to kill the PC's, but I feel a flat 14 is a little easy. I think if I character is about to die, it's a dramatic moment, so a slightly more difficult roll should be needed to save him. Plus, the "Stronger" a creature, the higher its ATT level, meaning a blow from it could cause a more grievous wound.
My other major question is about Bouts of Madness. I have 2 PC's whom are dangerously close to being miserable, and I'm wondering what sort of bouts of madness a character could suffer from. If I remember the book says to maybe center the bout around either their shadow weakness or the type of roll their got the Eye on, but I was wanting some ideas on what you guys may have done (or had happen) when suffering a bout.
If I'm not mistaken, the rules for healing a dying character say to make a healing check to not die. I'm assuming the target number for that is 14? I feel this is a little low, and more variance should be added to the roll. The group's "healer" has 3 points in healing, is favored in the skill, and has leechcraft. So a TN 14 roll is not very dramatic. "Average" roll for him would be (assuming you count the feat die as a 5 average) 5+3+3+3, which is 14. If he's willing to spend a point of hope it's basically a guarantee. We're relatively early into the campaign, so as the characters spend advancement points, this should only grow easier. I was thinking of house ruling healing from dying (and injuries for that matter) as a 10 or 12 (maybe even an 8) +Attribute Level of the creature that inflicted the blow. So, for example, if they were wounded by a troll with an Att level of 7, the TN to heal that would be 17 (or 19 depending on if you went with either the 10 or 12 base). Is this too harsh? I don't want to "try" to kill the PC's, but I feel a flat 14 is a little easy. I think if I character is about to die, it's a dramatic moment, so a slightly more difficult roll should be needed to save him. Plus, the "Stronger" a creature, the higher its ATT level, meaning a blow from it could cause a more grievous wound.
My other major question is about Bouts of Madness. I have 2 PC's whom are dangerously close to being miserable, and I'm wondering what sort of bouts of madness a character could suffer from. If I remember the book says to maybe center the bout around either their shadow weakness or the type of roll their got the Eye on, but I was wanting some ideas on what you guys may have done (or had happen) when suffering a bout.