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In my last session, the party did not have a healer, and at the end of the scenario, two players were unconscious but stable at -3 and -9 HP.
I know we need to clear conditions like diseases and curses and poison or carry them into the next scenario, but what about unconscious condition, subsequent disabled condition, and HP loss in general?
Do PCs need to use or buy potions (or spellcasting) of Cure Light Wounds or similar healing magic?
At what point do we say everything that needs to be cleared has been cleared, and the PC will heal up fine in time for their next adventure? Do they need to be merely stable, conscious, at positive HP, or fully healed?
If they need to clear the disabled condition, that could take several days via natural healing, depending upon how far down they were. Do you just ignore time for this and for consciousness rolls and presume the time passes and all the damage clears before you leave the table?
Seems like there should be some penalty for ending a scenario in this condition (in serious need of healing or attended recovery). One suggestion was a penalty to day job rolls, -1 per day in the disabled condition, but of course that would only penalize PCs who have day jobs.
But having to buy potions or spells seems too severe, considering that healing costs are generally ignored between sessions for PCs that have positive hit points and are not in the disabled condition. Such characters will heal up in a few days to a week, depending upon their HD type, but characters in the disabled condition will take a little longer (possibly over twice as long, at first level with near-death damage and no CON bonus).
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So worst case, if one PC is conscious and the rest are unconscious but stable, you just advance the clock and they all are essentially healed up to full?
Apparently it takes only one conscious body to tend to the others during recovery and negate any chance of them slipping further negative.
The recovery rules say "tended by a healer", but there is no DC listed to facilitate the normal healing rate, and heal skill can be used untrained.
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If someone is bleeding out I guess they either need to be healed or they die, that needs to be settles before the end of the scenario.
But if they are negative but not bleeding, then all is good, the last character that is still standing drags their corpses to the street and gets them tucked comfortably into their beds so they can heal up before they head out and face death again.
So there is no adjudication needed really in regards to setting your time forward.
Consider that if they had to "get over" their unconsciousness at the beginning of the next scenario there would be times when that player could not participate. His character would be recovering and the characters would only have that evening to adventure.
If you want you can look at it like this: The faction that character belongs to takes care of them during their off time and makes sure they are ready to tackle the next faction mission that they have coming.
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Check the rules for Recovery on pages 190-191 of the Core Rulebook.
You can stabilize a PC with a DC 15 Heal Check.
If someone is there to care for the unconscious PC then they will eventually recover and become conscious. The text uses the term "healer", but I believe anyone who can do a DC 15 Heal check qualifies.
If the stable unconscious PC is being cared for they get to make what amounts to a Stabilize check every hour to wake up. If they fail they do not loose a hit point, but remain unconscious. They also heal naturally during this time. (1 hp/level after 8 hrs rest)
If the stable unconscious PC is unaided and they fail their hourly Constitution check then they loose 1 hit point. This does not give them the dying condition, but they need to make the check every hour until they die or wake up. They do not heal naturally. Once per day after resting 8 hours an unaided conscious PC makes a Stabilize check to recover hit points naturally. If they fail this check they loose 1 hit point, but remain conscious.
A conscious PC with 0 or negative hit points is disabled (see page 189).
So basically, as long as there is 1 conscious PC after the combat, then everyone eventually wakes up. If the party is all dropped below 0, but left alive, that is when things get interesting.
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How I've come to understand it, there is an unlimited amount of time between one module and another, in respect to conditions, healing and other such things. While this "unlimited time" cannot grant you more money in any way (Profession rolls and such), it just simply means you need to:
1. Resolve all Poisons so that they are recovered from (or the character dies).
2. Resolve all Diseases so that they are recovered from (or the character dies).
3. Resolve all temporary negative levels so that they either become permanent, or disappear.
4. Resolve all other debuffs.
5. Recover any temporary loss of stats to full.
This simply just means that if there is some kind of spell, status effect, poison, or disease on you that will go away from the passage of time, it will go away at the end of the module. If a debuff is permanent (such as someone putting on a Girdle of Gender Change at the end of a module and failing their fortitude save [its happened]), it should be noted on the "Conditions Gained" section of the module.
Notation of Death should also be applied to the "Conditions Gained" section.
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So basically, as long as there is 1 conscious PC after the combat, then everyone eventually wakes up. If the party is all dropped below 0, but left alive, that is when things get interesting.
I would assume that, given the errata that adds "Heal" to the list of purchasable services, if all party members are unconscious but stable then they would have to pay, either with the 660 gp (pooled or not) or with the 2 prestige, for the service to wake someone up who would then be able to tend to the others and allow them to heal. Any pc's who are bleeding out when their attackers leave them be would be required to make their stabilization checks before leaving the table, either stopping the flow of blood or dying.
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There is CRB text that describes how to handle people who are stable but unconscious over periods of time. It's covered in the Combat section of the book. As long as one or two people have been tended by a healer, such as getting a Stabilize check or magical healing that still left them down, they use the "Recovering with Help" section below. (Sorry for the long quote, but bolded stuff for emphasis)
A stable character who has been tended by a healer or who has been magically healed eventually regains consciousness and recovers hit points naturally. If the character has no one to tend him, however, his life is still in danger, and he may yet slip away.
Recovering with Help: One hour after a tended, dying character becomes stable, the character must make a DC 10 Constitution check to become conscious. The character takes a penalty on this roll equal to his negative hit point total. Conscious characters with negative hit point totals are treated as disabled characters. If the character remains unconscious, he receives another check every hour to regain consciousness. A natural 20 on this check is an automatic success. Even if unconscious, the character recovers hit points naturally. He automatically regains consciousness when his hit points rise to 1 or higher.
Recovering without Help: A severely wounded character left alone usually dies. He has a small chance of recovering on his own. Treat such characters as those attempting to recover with help, but every failed Constitution check to regain consciousness results in the loss of 1 hit point. An unaided character does not recover hit points naturally. Once conscious, the character can make a DC 10 Constitution check once per day, after resting for 8 hours, to begin recovering hit points naturally. The character takes a penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally.
So if a party wipes but is still alive, one of them might wake up in an hour or two and bust out the potions on themselves and their allies. If all of them can get up using less than the 660, then they can recover HP naturally with rest. Recovering from a wipe in circumstances where you're left alone after defeat (and not eaten or coup-de-grace'd) can be cheap.
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David, it happened at a shop I play at. Entire party was unconscious but stable except for one character, still up but staggered. Used that staggered turn to kill the BBEG. Drops unconscious and stabilizes. So now mission is complete with everybody sleeping in the middle of the forest. Hopefully, no critters come along for them.