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RE: [DL] Bleedin'



I was under the impression that, in Revised edition, default rolls were
1dX-4, X being the die of the stat.

Still, I admit its tougher than I indicated, though you can cut the
would penalties out by not doing it on yourself.  Of course, if you're
all alone...

Which means than joe-schmo with d6's in Knowledge gets 1d6-4 (if I'm
remembering this all correctly) to help out his bleedin' buddy.  Granted
he needs an Ace, but it's still likely with a chip, or a couple tries at
it.

Joe


-----Original Message-----
From: owner-deadlands@gamerz.net [mailto:owner-deadlands@gamerz.net] On
Behalf Of Joseph C. Wolf
Sent: Tuesday, October 30, 2001 3:53 PM
To: deadlands@gamerz.net
Subject: 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.



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