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Re: Med Kits (was [HOE] NO WAY! A Gimme Shelter Update!?!)
> I'm usually part of the KISS camp as far as rules are concerned, and
> many RPGS (Shadowrun and Cyberpunk spring immediately to mind, though
> there are others) handle kits such as these with a strait bonus to a
> roll such as we've done here. However, I'm by no means close minded -
> let's discuss: how much more advanced are you thinking? How do you see
> rules regarding such kits? What would you like to see them do?
Basically something a little more than (add +2 to all medicine rolls). In
keeping with the rules (well really deadlands rules) I was thinking about
giving the medkit a reliability roll. Every time it's used to help a
medicine roll roll a d20, the TN is 20 or less, but you add the wound
level being treated to the roll (So if you are treating a heavy wound then
you would add two to your d20 roll to get a number between 3-22). If you
roll over twenty then the medkit is out of supplies after treating this
wound and can't be used again until more are found or bought.
Also, I'm inclined to think that a medicine roll should have a penalty if
you are not using a medkit or at least some clean instruments.
An alternative would be to give the kit "ammo" and each wound level
treated uses one shot.
Maybe a stocked medkit could allow a person to treat serious wounds with
medicine:general?
Theo McGuckin
"Powerful like a Gorilla, yet soft and yielding like a Nerfball"