Difference between revisions of "Binding Wounds (sage ability)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(15 intermediate revisions by 2 users not shown)
Line 1: Line 1:
A means by which the damage caused by [[Wounds|wounds]] can be stopped, by bandaging the wounded part of the body. To perform the operation, creatures must possess at minimum a low intelligence.
+
[[File:Binding Wounds.jpg|right|490px|thumb]]
 +
'''Binding wounds''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|studies]] of [[Medicine (sage study)|Medicine]] and [[Animal Physiology (sage study)|Animal Physiology]], provides a method to staunch [[Damage (hit points)|damage]] inflicted by [[Wounds|wounds]] by applying bandages to the injured area.
 +
__TOC__
 +
To execute the procedure, individuals cannot have traits associated with [[Character Background Generator#Talents|idiocy or imbecility, or be moronic]], simply because they're unable to grasp even simple concepts without the physical help of others.  This ability also offers some assistance for [[Injury|injuries]].  Although anyone can bind a wound in three [[Combat Round|combat rounds]], characters with this sage ability can bind wounds more swiftly and effectively, saving considerable time in providing aid.
  
Once the binding of a wound has begun, the creature will cease to suffer damage from the wound; however, if binding the wound is interrupted, even for the space of a round, the wound will reopen and the binding process must begin again as though no previous effort was performed.
+
== Methodology ==
 +
Creatures that are wounded must keep track of how many wounds they've received and how much damage each wound is presently causing.  Once any specific wound has been bound for one round, the blood is counted as staunched and no more loss accrues from THAT wound; but others would continue to bleed normally.  In each case, the whole necessary must be spent to bind each wound, or else once the binding stops the wound begins to bleed as freshly as before.  If that should happen, then the binding process must begin anew, as though no previous effort was made.
  
For most creatures, it requires three rounds to bind wounds (once the bandage is in hand), +2 rounds per additional severity of the wound beyond 1 hp. Thus, a wound that was bleeding 2 hp per round would require five rounds to bind. It is supposed that more severe wounds happen to the body or torso, requiring more time to staunch the flow. Note that if the creature is suffering from multiple wounds, ''each wound must be individually wrapped'', requiring 3 or more rounds of binding each.
+
This can happen if the binding character is [[Stun Lock|stunned]] or otherwise prevented from their good work. In some cases, each round may count where the patient's survival is concerned. Up to three characters, trained or otherwise, may participate on a single patient in binding wounds; if all possess the binding wounds ability, up to four may do so.
  
Characters with an amateur knowledge of medicine are able to bind wounds in less time and more effectively. The base time required is two rounds per wound, not three, +1 round per additional severity of the wound beyond 1 hp. Thus, a wound bleeding 2 hp per round would require a medicant only five rounds to bind, not six.
+
=== Time Needed/Unskilled & Skilled Persons ===
 +
For unskilled persons, binding a wound that causes 1 [[Hit Points|hit point]] of damage per round takes '''three rounds to bind''', once the bandage is in hand.  It's important not to waste time hunting for bandages. For each additional point of severity a wound has (say, causing 2 damage per round instead of 1), an addition two rounds is needed to completely bind that wound (5 rounds altogether).
  
If, however, a character with medicine chooses to perform the operation more slowly (in the time it would take three rounds for most creatures), the character can restore 1 hit point of damage caused by the wound before binding. This, however, requires proper clean bandages.
+
If, however, the character has this sage ability, the time needed for 1 point of wound is '''two rounds''', not three.  Moroever, each additional point of severity only requires a single additional round.  Thus, what an unskilled person takes 5 rounds to accomplish, a skilled person can do in three.
 +
 
 +
=== Binding with Care ===
 +
If the skilled character has plenty of time, and chooses to spend double the time to bind the patient's wound, 1 point of wound damage can be restored.  This cannot be done by an unskilled character.  If the binding began before the patient suffered any damage, the point wasn't lost and therefore cannot be restored.
  
 
=== Bandages ===
 
=== Bandages ===
Wounds may be closed with any piece of loose cloth, which can be ripped from clothing that is not fitted tight to the body (unless time is taken to actually take off a shirt, vest, pants, etc.
+
Proper bandages are available for purchase at most markets, typically crafted from soft fibers like pulled cotton, wool, or linen.  It's assumed that characters take precautions to keep these bandages clean, though they can be [[Saving Throws for Items|damaged]] by water, fire and similar hazards.
 +
 
 +
In desperate moments, any loose piece of cloth can be used, which can be torn from [[Clothing|clothing]] that isn't tightly fitted to the body unless there's time to actually remove a shirt, vest, pants, etc.  The cloth must be light, however, as heavy cloth, such as oilcloth or that used for [[Padded Armour|padded armour]], cannot be employed as a bandage due to its thickness and rigidity.
 +
 
 +
However, an ordinary cloth dressing is improper, as it may be partly soiled.  There's a chance that a disease may develop, unless the cloth is replaced with a proper dressing made of clean bandages within an hour.  The likelihood of a random disease occurring when an improper dressing is left in place, and not changed, is 1 in 30.
  
Extraordinarily heavy cloth, such as oilcloth or that used for [[Padded Armour|padded armour]] (chausses and hauberk) cannot be employed as a bandage, as it is too thick and stiff.
+
== Injuries ==
 +
Beyond binding wounds, the ability allows characters to properly set splints for a character's [[Injury|injury]].  If the amount of injury is between 1-3 points, it takes approximately 4-10 rounds to apply and secure the splints in place, once actual pieces and binding is obtained for the splint.  This will do for injuries like a simple broken bone or sprain.  Any injury of 4 points or more requires more time in precision.  Complex splinting can take anywhere from 25 to 50 rounds, depending on the specific nature of the injury.
  
Actual bandages can be purchased at most markets; these are soft fiber squares made of pulled cotton, wool or linen. It is presumed a character always take steps to keep these bandages clean, though of course they may be damaged [[Saving Throws for Items|by water, fire and so on]].
+
In all cases, splinting helps stabilize the injured area, alleviating pain and discomfort associated with the injury. This allows the individual to travel, though they should be treated as having a 3 strength for [[Encumbrance|encumbrance]] purposes, and cannot have on their person so much that they can lose even one [[Action Points|action point]] from their movement.
  
If a wound is closed with ordinary, everyday cloth (termed an "improper" dressing), which will be partly soiled, then there is a chance that a disease will result ~ unless the cloth is replaced with a proper dressing made of clean bandages within the hour. The chance of a random disease occurring when an improper dressing is left alone is 1 in 30. The chance of a disease occurring if an improper dressing is removed within an hour and not replaced with a proper dressing, and the wound is left open to the air, is 1 in 20.
 
  
Therefore, it is better to leave an improper dressing on a wound than no dressing at all; but of course a proper dressing is best.
+
See [[Combat]]
  
See Also,
+
[[Category: Sage Abilities]][[Category: Reviewed]]
[[Animal Physiology (sage study)|Animal Physiology]]
 
[[Combat|Combat]]
 
[[Medicine (sage study)|Medicine]]
 

Latest revision as of 15:49, 11 June 2024

Binding Wounds.jpg

Binding wounds is an amateur-status sage ability in the studies of Medicine and Animal Physiology, provides a method to staunch damage inflicted by wounds by applying bandages to the injured area.

To execute the procedure, individuals cannot have traits associated with idiocy or imbecility, or be moronic, simply because they're unable to grasp even simple concepts without the physical help of others. This ability also offers some assistance for injuries. Although anyone can bind a wound in three combat rounds, characters with this sage ability can bind wounds more swiftly and effectively, saving considerable time in providing aid.

Methodology

Creatures that are wounded must keep track of how many wounds they've received and how much damage each wound is presently causing. Once any specific wound has been bound for one round, the blood is counted as staunched and no more loss accrues from THAT wound; but others would continue to bleed normally. In each case, the whole necessary must be spent to bind each wound, or else once the binding stops the wound begins to bleed as freshly as before. If that should happen, then the binding process must begin anew, as though no previous effort was made.

This can happen if the binding character is stunned or otherwise prevented from their good work. In some cases, each round may count where the patient's survival is concerned. Up to three characters, trained or otherwise, may participate on a single patient in binding wounds; if all possess the binding wounds ability, up to four may do so.

Time Needed/Unskilled & Skilled Persons

For unskilled persons, binding a wound that causes 1 hit point of damage per round takes three rounds to bind, once the bandage is in hand. It's important not to waste time hunting for bandages. For each additional point of severity a wound has (say, causing 2 damage per round instead of 1), an addition two rounds is needed to completely bind that wound (5 rounds altogether).

If, however, the character has this sage ability, the time needed for 1 point of wound is two rounds, not three. Moroever, each additional point of severity only requires a single additional round. Thus, what an unskilled person takes 5 rounds to accomplish, a skilled person can do in three.

Binding with Care

If the skilled character has plenty of time, and chooses to spend double the time to bind the patient's wound, 1 point of wound damage can be restored. This cannot be done by an unskilled character. If the binding began before the patient suffered any damage, the point wasn't lost and therefore cannot be restored.

Bandages

Proper bandages are available for purchase at most markets, typically crafted from soft fibers like pulled cotton, wool, or linen. It's assumed that characters take precautions to keep these bandages clean, though they can be damaged by water, fire and similar hazards.

In desperate moments, any loose piece of cloth can be used, which can be torn from clothing that isn't tightly fitted to the body — unless there's time to actually remove a shirt, vest, pants, etc. The cloth must be light, however, as heavy cloth, such as oilcloth or that used for padded armour, cannot be employed as a bandage due to its thickness and rigidity.

However, an ordinary cloth dressing is improper, as it may be partly soiled. There's a chance that a disease may develop, unless the cloth is replaced with a proper dressing made of clean bandages within an hour. The likelihood of a random disease occurring when an improper dressing is left in place, and not changed, is 1 in 30.

Injuries

Beyond binding wounds, the ability allows characters to properly set splints for a character's injury. If the amount of injury is between 1-3 points, it takes approximately 4-10 rounds to apply and secure the splints in place, once actual pieces and binding is obtained for the splint. This will do for injuries like a simple broken bone or sprain. Any injury of 4 points or more requires more time in precision. Complex splinting can take anywhere from 25 to 50 rounds, depending on the specific nature of the injury.

In all cases, splinting helps stabilize the injured area, alleviating pain and discomfort associated with the injury. This allows the individual to travel, though they should be treated as having a 3 strength for encumbrance purposes, and cannot have on their person so much that they can lose even one action point from their movement.


See Combat