Healing & Disease Recovery House Rules

By stanmons, in WFRP House Rules

Hi,

I've been unhappy with first-aid, wound recovery, long term care, disease recovery of the core and expansion sets as its never clear to be how successes, boons, banes and chaos-stars affect and if resilience, first-aid, medical care etc is thrown or just used as an adjustment to other roll.

So I created a house rules to both simplify and make rules more consistent but also with some new flavors:

  1. Characters don't anymore recover #wounds per Toughness but any recovery is based on a skill check. This is because recovery seemed too fast, 3-5 wounds at the end of the day were nothing to a character.
  2. To balance this change, in case of normally wounded, also 2 boons heal one wound in addition to successes.
  3. Resilience check is used only in case of unattended nights rest. This emphasizes the fortitude of the character. This may actually cause the situation to worsen over time.
  4. Medicine check is used instead of Resilience check in case of attended recovery. This now places the emphasize of the recovery on the healer.
  5. First-aid check works similarly to Medicine check.
  6. Toughness sets a limit on how much the character may recover per check. First-aid and unattended rest is limited to Toughness, attended care is limited to Toughness * 2, making it more effective and desireable.
  7. Failure + Chaos Star is a common rule to all checks with negative effect ranging from stress & fatigue to inflicted wounds and more severe diseases. Any banes can be used as standard +1 stress effects either to the healer or character.
  8. For dire situations, I added the option of 3 nights attended rest, in which the skill check of the healer is easier to signify the intensity of the care.
  9. Wound recovery and disease recovery may both be rolled per nights rest.
  10. For all situations (from first-aid to unattended and attended rest), the environment and quality of medical equipment add fortune or misfortune.

Link to PDF

I've not yet tested this but will in our next session.

Some additional ideas:

  • Herbs are part of the medical supplies, contributing to +1 or +2 Fortune die. GM should consider if the right herb has been administered and give benefits only in such case. Some herbs could actually be detrimental if administered to a wrong disease / wound.
  • Healing draughts as a separate manner of healing felt too much old-school RPG to me. I dislike an "instant healing from a bottle" effect, even if restricted to once per day. Instead, why not have healing draughts as additional boon to any healing check: first aid, nights rest etc

In this manner, each check ranges from -4 misfortune (in a gutter with no medical supplies) to +6 fortune (Shallya hospice with good supplies and herbs boosted with healing draughts).