Clerical Healing Failure
Moderators: DJ LaBoss, finarvyn, michaelcurtis, Harley Stroh
Clerical Healing Failure
When a cleric rolls a failure on his lay on hands check, does he immediately get to retry healing the same wound? Or does the cleric need to wait to try and heal another wound? Can't seem to find this in the book.
- brainszine
- Far-Sighted Wanderer
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Re: Clerical Healing Failure
You can try to heal the same wound as many times as you like, but each failed roll increases your Disapproval Range.
- GnomeBoy
- Tyrant Master (Administrator)
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Re: Clerical Healing Failure
Which is what makes "let me just try that again" a risky choice. As that range goes up, the chance of Disapproval increases -- it can even increase into the range of successful rolls, making them failures.brainszine wrote:You can try to heal the same wound as many times as you like, but each failed roll increases your Disapproval Range.
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Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
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Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.
Link: Here Be 100+ DCC Monsters
bygrinstow.com - The Home of Inner Ham
- Raven_Crowking
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Re: Clerical Healing Failure
Remember also, the higher the failed roll, the more dice you roll to determine Disapproval. Which means that if your roll of 12 fails, you are rolling 12d4. Things can get hairy.GnomeBoy wrote:Which is what makes "let me just try that again" a risky choice. As that range goes up, the chance of Disapproval increases -- it can even increase into the range of successful rolls, making them failures.brainszine wrote:You can try to heal the same wound as many times as you like, but each failed roll increases your Disapproval Range.
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.