Petty Alchemy RPG Superstar Season 9 Top 16 |
Currently, Treat Deadly Wounds expends uses from a Healer's Kit, unless you can take -4. The base DC is 20. End result: Heals target 1hp per character level, + your wisdom if you beat the DC by 5 or more. And it takes you an hour.
Too little too late for too much investment, I think. Everyone just gets wands of CLW, as they should. I'm not a big fan of the healstick paradigm though, so I want to buff this.
Here's my take:
Treat Wounds (DC 10, trained only): When treating wounds, you can restore hit points to a damaged creature. Treating wounds restores 25% of the creature's maximum hit points. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount.
Time: 5 minutes
Special: Each time a creature has wounds treated, the DC increases by 4 (this is cumulative). The DC resets to 10 after the creature has fully rested (generally 8 hours). You can usually take 10 when Treating Wounds.
Retry: If you fail a Heal check to Treat Wounds, you cannot try again on the same creature until it has fully rested.
By being percentage based, the skill stays relevant into higher levels. Becoming a trained healer allows you to more often fix up allies. 5 minutes per use limits it in dungeons, keeping magical healing useful as it is instant.
Thoughts? I'm open to shifting some numbers around.
Gunsmith Paladin |
I'm in favor of eliminating the reliance on wands of CLW. In my opinion, however, the DC of your alternative is too low and its a bit too much like 4E's healing surges. If I had to change the existing rule, I would lower the DC by 5 and have it cost 1 healers kit use instead of 2.
That's still really prohibitive since it's only once a day and takes an hour. Maybe keep the two uses of a healer's kit and lower the time down to 5 or 10 minutes?
It should also have some better method of scaling since having a higher skill doesn't make it better, just easier. Perhaps you heal 1 additional hit point for point you beat the DC by?