Rhenny's page

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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.


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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.


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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.