Treating dying characters
Treating dying characters
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?
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?
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Re: Treating dying characters
Life in ME is nasty, brutish and very short.
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"The One Ring's not a computer game, dictated by stats and inflexible rules, it's a story telling game." - Clawless Dragon
https://drive.google.com/folderview?id= ... sp=sharing
"The One Ring's not a computer game, dictated by stats and inflexible rules, it's a story telling game." - Clawless Dragon
Re: Treating dying characters
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.
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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Re: Treating dying characters
Thats the rules.Platon wrote: ↑Wed May 31, 2017 9:16 amThis 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?
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.
One game to rule them all: TOR
Re: Treating dying characters
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)
Re: Treating dying characters
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.
There is some wiggle room; others might interpret things differently and be perfectly correct.
Jacob Rodgers, occasional nitwit.
This space intentionally blank.
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Re: Treating dying characters
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.
I'd argument it as the use of Traits that allows to do a test when normally there couldn't be one.
But that's it. Otherwise, death doesn't become something that needs to be avoided, just cured.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.
Re: Treating dying characters
2E reads thusly on retries
And on dying characters, the subsection:
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.
It's not a "Can't retry" it's a "can't tell a retry is needed"...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.
And on dying characters, the subsection:
One can argue that being dying is much more obvious.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.
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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