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:
- 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.
- To balance this change, in case of normally wounded, also 2 boons heal one wound in addition to successes.
- 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.
- Medicine check is used instead of Resilience check in case of attended recovery. This now places the emphasize of the recovery on the healer.
- First-aid check works similarly to Medicine check.
- 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.
- 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.
- 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.
- Wound recovery and disease recovery may both be rolled per nights rest.
- For all situations (from first-aid to unattended and attended rest), the environment and quality of medical equipment add fortune or misfortune.
I've not yet tested this but will in our next session.