Masters of Dungeons, how do you feel about PCs pulling bandages and healing poultices out of a pack of adventuring…

Masters of Dungeons, how do you feel about PCs pulling bandages and healing poultices out of a pack of adventuring…

Masters of Dungeons, how do you feel about PCs pulling bandages and healing poultices out of a pack of adventuring gear?

12 thoughts on “Masters of Dungeons, how do you feel about PCs pulling bandages and healing poultices out of a pack of adventuring…”

  1. I would allow it, there’s no big advantage to them doing so really (in terms of coin/weight) but I would restrict it to the first “dagnabit, I’m out of bandages” moment per session

  2. To do it, do it.  It’s not like they’re getting something for free.  Similarly, okay to pull a tool/makeshift weapon from your adventuring gear – they’re not getting anything for free and fictional limitations apply.

  3. I guess it’s all about context, but I think I would go for a “Yes, but” approach. “The bandages and poultices will help the healing process/stop the bleeding, but won’t help you heal right away.” If another character tends to the wounds, might be a good opportunity for a new bond.

  4. Good call. I think I’d make them pay a convenience cost, though, and maintain the facts. Adventuring gear only weighs 1, so there’s not room in there for herbs & poultices. Bandages make more sense, but cost 5c per use. Each use of the adventuring gear “costs” 4c, so I’d say you get one use of bandages (healing 4hp) per use of adventuring gear.

  5. I would not allow it, but would retcon if it’s just a case of “player forgot to buy them last time they were in a steading” : “of course Horngar Battleworn would have thought of that!” Otherwise, they can always go back to a steading or Make Camp to regain HP. They of course can find those items if they are in an appropriate location (Forest may yield poultice and herbs, a bar may yield something akin to bandages, for example), maybe through a Defy Danger move. 

    I’d let them spend one use to get something that helps fictionally (a makeshift splint, for example), but nothing that replenishes HP.

  6. One thing that I’ve been adjusting to is allowing things this. Coming from 2nd Edition and the like, I’m so used to putting the screws on players. The newer RPGs that have been coming out not only claim to drive good story, but they actually do.

    Ultimately allowing this is being a fan of the characters which was pointed out earlier, but also, it drives the story forward.

    Do you want players to have to turn back to re-supply, or allow them to continue uninterrupted? Neither answer is necessarily wrong, whichever is consistent with the fiction and drives the story forward should be picked.

  7. I’m the player in question, game started in the middle of some action (which was awesome), however, not a single one of our classes has any healing ability. So the options really come down to, heading in further for adventure, or turning back to go rest up.

    Either way is good, and neither will really matter until we get out of our current situation.

  8. Hmm… Based on “market prices”…

    1 use of Adventuring Gear = 4 coins

    1 use of Bandages = 1.7 coins

    1 use of Poultices & Herbs = 5 coins

    So letting them pull bandages out of Adventuring Gear actually hits them in the pocket, whereas letting them take P&H is like giving them a significant discount.

    So I’d probably say yes to bandages. 🙂

  9. Things that can be improvised from other things, like bandages, I can see.  I’m sure there are blankets or tarps or slings of some kind in there.  Healing Poultices aren’t part and parcel of the kind of thing you’d need to go spelunking or camping, so I’d draw the line before that point.

  10. Improvising first aid is definitely better than just giving out bandages.

    There is no mechanical difference because both would be a move, but fiction wise there is a glaring difference.

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