Treating dying characters

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Platon
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Treating dying characters

Post by Platon » Wed May 31, 2017 9:16 am

This question has probably come up before. But anyway:

A: Per the rules, you can only try to treat a wound once per day

B: you have 12 hours to treat a dying character

Does that then mean that if the first healing roll is unsuccessful, barring any specifik trait-invoctation, then the character is killed, no more ways out? No more attempts. Nothing. This seams a bit harsh, no?

Hermes Serpent
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Re: Treating dying characters

Post by Hermes Serpent » Wed May 31, 2017 10:53 am

Life in ME is nasty, brutish and very short.
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aramis
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Re: Treating dying characters

Post by aramis » Wed May 31, 2017 11:04 am

Theoretically, someone else might try; if A fails, A lacks the knowledge to cure that particular wound. If you helped A in the attempt, the failure means neither of you knows...

Likewise, if no one has healing, but you're less than a day's hike from a town, you might be able to get them there before they expire.

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Indur Dawndeath
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Re: Treating dying characters

Post by Indur Dawndeath » Wed May 31, 2017 5:22 pm

Platon wrote:
Wed May 31, 2017 9:16 am
This question has probably come up before. But anyway:

A: Per the rules, you can only try to treat a wound once per day

B: you have 12 hours to treat a dying character

Does that then mean that if the first healing roll is unsuccessful, barring any specifik trait-invoctation, then the character is killed, no more ways out? No more attempts. Nothing. This seams a bit harsh, no?
Thats the rules.
I've been handing out second chances though.
I figure that after the failed attempt, if the party start searching for useful herbs. Require a lore to figure out what would help and then Search to locate, where 2 task per player per day is the limit.
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Platon
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Re: Treating dying characters

Post by Platon » Wed May 31, 2017 9:30 pm

aramis wrote:
Wed May 31, 2017 11:04 am
Theoretically, someone else might try; if A fails, A lacks the knowledge to cure that particular wound. If you helped A in the attempt, the failure means neither of you knows...
If I am not mistaken, acording to RAW, someone else may NOT try. No one else gets to try for a day (by which time this dying character of ours is dead)

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zedturtle
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Re: Treating dying characters

Post by zedturtle » Wed May 31, 2017 10:00 pm

For me, I'd probably allow the fuzzy difference between '12 hours' and 'once a day' mean that two attempts are allowed. Especially if that 12-hour period involves rest and perhaps a sunrise.

There is some wiggle room; others might interpret things differently and be perfectly correct.
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Falenthal
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Re: Treating dying characters

Post by Falenthal » Thu Jun 01, 2017 8:52 am

One thing I'd allow is the invocation of a Trait (Leechcraft, Herb-lore,...) from another character to try a second Healing test.

I'd argument it as the use of Traits that allows to do a test when normally there couldn't be one.
p.93
Unforeseen Action
Sometimes the Loremaster may decide that a situation
doesn’t allow a skill roll at all, due to events or factors
out of the players’ control. A player may invoke one of
his Traits if he believes it should allow him a chance to
intervene.
If the invocation is judged favourably, the Loremaster
interrupts the narration to allow a standard action
attempt.
But that's it. Otherwise, death doesn't become something that needs to be avoided, just cured.

aramis
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Re: Treating dying characters

Post by aramis » Sat Jun 03, 2017 9:38 am

2E reads thusly on retries
The Loremaster should not allow a failed Healing roll to
be repeated until at least a day has passed, as the failure
of the treatment won’t be immediately apparent.
It's not a "Can't retry" it's a "can't tell a retry is needed"...

And on dying characters, the subsection:
Treating Dying Characters
Dying characters must have their Wound successfully
treated with a Healing roll within approximately 12
hours, or they will die. As soon as their Wound is treated
successfully, they are not considered to be dying any more.
One can argue that being dying is much more obvious.

Further, a trait invocation can allow a roll that's otherwise prohibited. So that guy with Cautious Distinctive feature narrates how he's checking for signs of sepsis every hour, by the rules, it's enough to justify the retry. Likewise, a Suspicious DF can justify checking others' work.
Leachcraft Specialty or Herb-lore specialty is better for making the initial roll automatically.
Folk Lore might allow knowing the signs it failed before it kills.

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