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Re: [DL] Bleedin'



Joe Frankovitch wrote:

> You don't stop bleedin'.  I suppose to allow for clotting and whatnot,
> you could allow a vigor roll once a round at the appropriate Tn for that
> wound.  But as the rules stand, you just bleed, pardner, until someone
> sticks a bandage or whatnot on there.  Since its only a 3 TN to cure
> wind, and thus stop bleeding, most folks can at least pull off a default
> medecine roll for a little first aid.

Most folks? Not likely amigo. You forget the penalty for a default medicine:
general roll is -8 on top of the wound penalty itself (-3 to -5) which means
you'll be needing a roll of 14 or better just to stop the bleedin'. Yikes!

>>Gwangi Joe Wolf

--
Joseph "the Ogre" Wolf
coyote@net-link.net
Freelance Designer-Developer for Deadlands & HOE
Line Developer, d20 Dark Heaven Legends
Reaper Miniatures, Inc.