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Raylyeh wrote: I don’t really want to get dragged into this conversation but I do have to ask... How is a night’s rest better than being treated by a trained professional?
As stated above a night’s rest is still important for status removal and other little things like say... preparing spells, alchemical items, spell points, resonance points, magic items and what not. I’m not necessarily saying that treat wounds couldn’t be tweaked a bit. But it should be better than sleeping for hp recovery.
I agree with this. As a player and DM for decades, I’m actually growing tired of rest mechanics that restore hp for a night’s rest. I’d rather sleep be necessiary to avoid fatigue and recover expended resources. Tending wounds as a way to recover hp makes a lot of sense to me. It may be interesting to combine the two so that if wounds are treated properly prior to sleeping, there is a chance for quicker recovery.
When it comes down to it, hp recovery is one of those things that everyone feels different about. Some only want magical healing. Some like easy healing. Some like healing to be more difficult. Some like mundane healing. Some enjoy a hybrid. I hope PF2 makes it easy to adjust this slider.
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The more we play, the more natural treat wounds and other medicine checks seem. In remote areas of a dungeon, our party secures an area, sets watches, and we try to spend 10-30 minutes to catch our breaths and make minor patches. We also search the area more thoroughly. At only 1st level, we don’t gain so much hp, but if we add 2-4 to a wounded pc it feels like we’ve done something to improve our condition.
In one of our groups, we have no cleric, but we do have a paladin. In a no cleric or healing caster (druids, alchemists, sorcerer that can heal, etc.) party, it is almost mandatory that pcs have at least a 14 Constitution to start.
The treat wounds (and later combat medic) will give us a chance to play without a cleric, which is important. Nobody should be forced to be “the cleric” if he/she doesn’t like playing it. Personally, I like playing clerics and I see great potential for great diversity and interesting choices for clerics in PF2.
I’m all for the OPs idea. In general, I’m finding that there is too much failure for PCs in the playtest for attacking foes, doing combat maneuvers, using skills, etc. Too much failure bogs down the game. At low levels against lower level opponents and moderately difficult tasks, PCs should succeed more often. I don’t know what the percentages should be, but there will be many more happy players if those types of attacks and skill checks succeeded more than 50%.
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What if the patient’s con bonus added to the med check instead of the amount of hp received? It may be a clunky mechanic to apply, but it seems to fit in a narrative where more hearty pcs are more likely to be healed with any given try. That with 3x level might work.
Ok I don’t usually play fighter types, but I’m playing one in the playtest. I’m also playing a Goblin rogue.
My Dwarven 18 strength fighter wears chainmail thus suffers penalty to Athletics. At 1st level, his Athletics bonus is only + 1.
My 12 strength Goblin rogue wears leather so at 1st level he also has an Athletics bonus of +1.
Thus my rogue, who may be nearly 200 lbs smaller than my fighter, has the same ability to smash open doors, grapple, disarm, trip, etc.
That seems way off.
Shouldn’t proficiency with armor mitigate check penalties for those types of actions. I can see it hurting Swimming, even Climbing, but in a way, the extra bulk/ weight might even help with bashing open doors, smashing/grappling, tripping, etc. Plus, those are things fighters should be better at.
What are your thoughts?
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And I’ll add that taking 10 or 20 minutes to tend wounds with a healer’s kit doesn’t seem “gamey” to me. (I’m playing the Dwarven fighter with medicine skill in ShadeRaven’s games). It’s kind of exciting in a way. Not only do we fear being interrupted by foes, but the uncertainty of rolls adds to it too. Critical successes are awesome, but that crit fail that bolsters the target against further tending is a nice counterbalance.
One thing we all discussed was that in a healer light party, it almost seems necessary for PCs to have 14 Con or above. I like how PF2 seems better at making all attributes important. Con seems pretty important.
We just re-started testing a new party with a paladin, a figher and a sorcerer. Paladin was pulping enemies (did 22 and 30 points of damage with a maul against an orc and a kobold respectively, among other 11 point hits vs. giant lizard and giant weasel) and the synergy between paladin and fighter was excellent. In one situation Pali granted fighter resistance with whatever power he used, and fighter was able to block 6 points of dam with shield. It felt pretty cool. (I played the fighter). In the 4th encounter, the Pali went down. The fighter stabilized him, but using healer’s tools, crit failed so he got bolstered against the healing attempts. Oh, well.
After playing a group without a frontline tank (rogue, cleric, alchemist, wizard) it felt as if Pali and Fighter were worlds ahead in terms of survivability and combat effectiveness, at least at 1st level.

Just to chime in, I'm a player in ShadeRaven's playtest, running Griblet the Goblin rogue. I really like the blurred lines between exploration, interaction and combat. I'm finding it pretty easy to immerse myself into the narrative. Also, not knowing when combat will trigger keeps us on our toes.
Shade's doing a great job encouraging us to make decisions in exploration using various rolls to chart perception when necessary.
Also, since my rogue has only a +1 initiative, but a +5 stealth initiative, I'm so much more inclined to sneak around. I actually feel like a rogue.
Got into a little jam the other night sneaking into some mold spores, and getting thoroughly confused, but that's part of the fun. Ended up stabbing myself with my short sword, twice, knocking myself into dying condition. lol. My buddies rescued me though.
As for fishing for skills to use, so far, some of us have tried different skills, but never have we strayed from what makes sense in the narrative. That might be just because we play that way, but even the "so called" optimizers/powergamers are not abusing it. (I don't mean those terms in a derogatory way...heck, I like to optimize and power game too as well as role play).
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