In the Quick-Start rules, as long as you have a person with Healing ability providing treatment, the characters wounds can never get worse. This is way too nerfed for my tastes.
The rules don't state a character can't use the Healing ability on himself. I assume he can. If I'm understanding the rules correctly, as long as a character has Healing, they'll never die from Injuries and Wounds.
My current solution I'm thinking about...
A character recieves no penalties from Injuries and Wounds on Endurance healing Tests. A character using his own Healing ability will recieve penalties as normal (So a Injuried/Wounded character is going to be Testing his Healing ability with some penalties).
No Treatment:
A character healing without a physician to provide treament Tests all Endurance checks with a Die Cap of "5" for Injuries and a Die Cap of "4" for Wounds.
With Treatment:
A physician Tests his Healing skill. Each degree of success gives a bonus d6 (1B) to the characters Endurance Test. Each two degrees of failure results in a (1P) d6 penalty. Healing is Tested for each Injury and Wound.
A character healing with a physician providing treatment Tests all Endurance checks for Injuries normally (i.e. no Die Cap) and a Die Cap of "5" for Wounds.
Different quality healing balms and such can have different bonus effects: Raising the Die Cap, giving a bonus die, and giving a bonus exploding die.
A very good Herbalist might have ointment that raises the Die Cap one level and gives two bonus exploding dice. This would be rare and expensive.

