Blogotron wrote:Ok..so Aces do not suffer the same penalty that the trait roll suffered? Ok, that makes it far easier in theory than I was thinking. So its a -2 to the Total rather than to each roll of the die.
Yeah, that's a big difference. Any modifiers are applied after adding up an aced roll.
Blogotron wrote:I suppose I am not complaining about the mechanic as presented but rather trying to find a mechanic that would not be so prone to failure for PCs who have little access to allies, magical weapons/potions, or magical healing.
You could just simply remove the patient's wound penalties if you want skilled Healing to be more capable. As it is, barring interruption, they have 5-6 potential healing skill rolls before the golden hour is up. Even going with 5 rolls and having just a d4 in healing, on average two of those rolls would heal 1 wound and 1 of them would heal two wounds.
Other than that, it isn't really that they don't have access, but that they have to take advantage of the access they have (getting a d4 in Healing). Heck, as someone else mentioned, I'd allow them to rework the character if they wanted. I mean, if they had an average Smarts d6 and dropped one skill bought above an Attribute one die type, they could get a d6 in Healing in a snap.