I'm going to post a few House Rules I plan to use here for a campaign that is going to start in about a month. Please look over them as I post each one and tell me of any problems you may foresee. I will try to put one house rule up each day or so (currenlty have House Rules in regards to Healing/Injuries, Item Durability, and Difficulties/Opposed Changes.
First up, Healing and Injuries:
INJURIES
Reason for the House Rule: Implemented this after the discussion I read in another thread about Criticals in some ways not being as deadly as Light wounds. I did a tweak on the Immediate Care task (see below) to make this less deadly.
As written, Wounds greater then Threshold leads to a Critical Wound and Unconsciousness. Add that whenever Critical Wounds are greater than Toughness, the character dies. This could be anytime, not just when a character falls Unconscious. To make this less deadly, see the expansion of the Immediate Care task below.
HEALING
Reason for the House Rule: The rules seemed confusing. I wanted to consolidate the rules with the bare minimum of changes, into just First Aid (Immediate Care) and Medicine (Long Term Care) tasks. I also slightly tweaked what Immediate Care was to make up for my adjustment to Injuries (above).
Immediate Care
Use the rule as written with healing of Light wounds. Retain the penalty of using Medicine with a Misfortune die penalty (as written). Apply +1d if treating yourself somehow. As written, Immediate Care can put off the effects of a single Critical wound for the rest of the day (if Successes equal to Critical's rating). Use this rule to allow a healer to keep a person from dying (Criticals > Toughness) if the number of the patient's Criticals is only 1 over his Toughnless. A.i. Toughness 4 just received 5 Criticals, if he is treated quickly the effects of 1 Critical can be delayed, keeping his death delayed (but as a GM I wouldn't let him do anything, just lie there in pain). This isn't a change to the rule, more of an interpretation of what delaying a Critical means. As written, 2+ Banes (3+ if using Medicine) results in 1 Stress, 1 Fatigue, and a Light wound if Critically wounded.
Example: Bork has Toughness 4, falls Unconscious and had 3 Criticals so now has 4. He appears dead to the other players. Marcella runs to his side and performs Immediate Care. She rolls well enough that one of Bork’s Criticals is ignored for the rest of the day. This saves him from immediately dying. The same roll healed enough Light wounds that Bork is now Conscious, but lying on the ground near death’s door able to do nothing but moan in pain, ask for water, and tell Marcella that he has secretly loved her. He must somehow heal a Critical before the next morning or he will die.......
Long Term Healing
As written, Natural healing heals Light wounds equal to Toughness per day of rest. This is free (if you rested) and is in addition to the task rolled below. You are not forced to make the roll below unless you don’t rest or are Critically wounded.
May roll daily one long term healing task which varies by conditions and whether you have someone treating you:
Base difficulty is 1d if Lightly Wounded, 2d if Critically Wounded as written. Add 1d if not resting. You may use Resilience, First Aid, or Medicine for this task. Using First Aid applies a Misfortune die. If no other person is caring for the character, add +1d (a.i. using only Resilience or treating yourself with First Aid or Medicine). Each Success heals a Light wound as written. A Critical is healed if number of Successes is equal to or greater then its Severity rating, as written. As with Immediate Care, 2+ Banes (3+ if using Medicine) results in 1 Stress, 1 Fatigue, and a Light wound if Critically wounded.
Example 1: A person Critically wounded (base 2d), not resting (+1d) and not receiving medical care (+1d) would thus be forced to make a Resilience roll each day with a difficulty of 4d. This would not be adviseable since the character will not be receiving the bonus Light wound healing for resting and rolling too many Banes on the 4d could result in another Light wound, possibly Unconsciousness again, and thus another Critical.
Example 2: A person resting, Lightly wounded, being cared for by another person using First Aid, has a difficulty of only 1d but has a Misfortune die (using First Aid for Long Term Care).