(muriwo)The house-rule below is useful for overland or long-running campaigns where the story doesn't just stop in between adventures. It gives parties a chance to recover a little quicker from combat, without making the combat itself any less deadly.
It is based on the following assumptions which you may or may not find reasonable for your campaign:
- Medieval knowledge of medicine in general was rough and often dubious, but there was practical knowledge about binding wounds to control bleeding, and splinting.
- Infection was not understood so was the biggest risk from treatment
- Knights from their martial schooling, and Sorcerors from their book-larnin' on how to heal and hurt people, have better than average ability at applying first aid.
Applying First Aid
All DW adventuring professions may attempt first-aid after a battle, assuming they have the following conditions:
- Character being healed did not become unconscious during the fight - that is they never went below 1 Health Point
- 30 minutes of peace and quiet
- Appropriate materials (cloth, water, splints, knife) - GM should be strict about deciding whether you actually have these
- Good light to see by or the equivalent
To see if they are a successful, they should make a
Skill Test vs. Intelligence, counting Knight and Sorcerer as relevant professions for gaining bonus modifiers.
Applying first-aid to oneself is subject to a -2 modifier given the added difficulty.
If they succeed, consult the table below to see the effects:
Degree of Success
| Effects
|
| Critical success | +1 HP immediately Wounds start healing tomorrow. No infection roll needed. Character may be up and active immediately. |
| Success | Wounds start healing d4-1 days after today (instead of the usual 4) Infection roll needed with +1 bonus. Character may be up and active after their next sleep. |
| Failure | Wounds take normal 4 days to heal. Infection roll needed with -1 penalty. Character up and active when GM decides it is reasonable. |
| Critical failure | Wounds take normal 4 days to heal. Infection roll needed with -2 penalty. Character is totally out of action for at least a day. |