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Well, ally is defined(Webster/Merriam) as a person or group that gives help to another person or group.

So no, you are not your only ally.


I would go with a rule something like:

Heal Skill:
Treat Wounds can heal up to 10 + (Lvl × DC Category where Easy=1,Medium=2, Hard=3, etc) of HP. Treat wounds can be performed at any level up to Max of the characters level.A critical success doubles HP healed. A critical fail heals 1/2 the total possible HP.
Treat wounds may only be received once per combat or encounter where damage was taken.


Snowblind, Snarkwyrm wrote:
I wish my body recovered from near-death wounds in 20 minutes automatically.

Concur, that is silly and unrealistic that a body can heal in 20 mins. Everyone knows applying 3 or 4 bandages to a cut heals it instantly and is all that is needed.


While (possibly) made in jest, I believe Cyouni's rule below actually really does get to the point.

There are 2 mindsets: either parties should have the ability to heal back to full without a healer class in the party, or you need a healer class.

As is stated, get rid of all the silliness with the heal skill, and just let players heal up as stated below.

Then, create an optional hard play mode, that does not make use of this rule...or maybe reduces the amount of auto heal to 1/4 to 1/2.

Cyouni wrote:
DM_Blake wrote:

I thought the devs invented a Treat Wounds system?

I can invent one too: Wait 10 minutes and you recover half of your maximum HP. Do it twice and you're fully healed. No fuss, no mess, no rolling.

It's not too far off from the current system, it eliminates the CLW wand spam, and best of all, it doesn't bog down with tracking a mandatory skill and rolling dice each time you use it after every fight.

I wish my body recovered from near-death wounds in 20 minutes automatically.


Rather than worry about gripping, ungrip, and worry about the specifics of what the hand/grip, etc is...because it seems to really bother folks...

Not really sure if it is any better, but what if there were simply a 'fighting stance'(similar to monks stance) that one must be in to effectively fight in combat.

Combat Stance
To effectively fight in combat, a character must enter Combat Stance. As part of initiative, the character is granted automatic entry to 'Combat Stance'. There-after it costs one action to enter or re-enter Combat Stance. Freeing a hand from a weapon to make use of the interact action or to use a somatic/material material spell breaks the combat stance.

When not in the Combat Stance, you may not use the strike action.


What I would like to know...is what those folks commenting on the switch hand/draw sword "action tax" want to do with that extra action with their free hand?

I can only assume it is to do something like get in a spell, heal or other type of attack. But I could be completely missing something obvious.

While it is possible a better subset of rules could be created, the inherent purpose is to prevent attacking and casting in the same turn breaking the action economy.

A solition that I see...is you have to make the basic strike action take two actions.
And casting a spell take two actions.

For strike, maybe something like:
Quick Strike: 1 action attack, on a hit does dice (or maybe bonus instead) damage only
Standard Strike: 2 action attack, doing full damage on a hit
Dual Strike: Standard two weapon strike...attacking with each weapon.
I am sure there are others.


I like the action economy...I like that the characters cant swing with their 2 handed sword and cast fireball while simultaneously quaffing a potion and running across the battlefield all while doing cartwheels to get a dodge bonus to AC.


I went through the list of spells, and came up with approximately 15 offensive attack type spells that would be against an opponents TAC.

There were numerous touch buff type spells, but I am not considering those.

I did a scan of the monster manual...and while there are a few outliers...for the most part TAC ranged from 1-4 ac points less.

As mentioned above...I think TAC could be very easily removed without affecting gameplay in any meaningful way.

I would like to see it gone as an element of streamlinng.

Just give a flat bonus of +3 on touch attacks for the PCs. Appropriate bonus can be baked into monsters attack bonuses.

And any outlier monsters that need a specific TAC...just list this as a detail of that particular creature.


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I think it is fine the way it is. Most two handed weapons are indeed quite heavy.

To me, the cost is not necessarily literally the time it takes loosen ones grip.

It is the time and energy to manhandle this heavy weapon back into an attack position before and after acually swinging.

I think it is actually more realistic.

You simply would no t be able to let go with one hand(and the other hand keep the weapon in a ready state), take out another weapon...swing away...or cast a spell, handle some components all while holding the huge weapon...then be ready again for the next round with two haned stance again.


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It just seems massively overpowered as it is written. It is meant be be a quick patchup, not a replacement for other more costly forms of healing.

If it completely negates the need for any form of supplementary healing it just seems boring to me.

I think it needs to be reduced to treating something like 1 hitdice and a bit of hp per character or medicine skill level. And maybe add some skill feats that could then really crank up the efficacy...but ot should be at an investment of skills and feats....not free.

Yes, it would make things more difficult for a party consisting of martials only...but. that is sort of the point. Effective healing takes time(lots of it)....not a couple of bandages...or alternatively expensive magic based healing.


I would go with something like:

Treat Wounds

Out of combat, you may take 10 minutes to clean and bind one or more characters(including the healer) wounds, healing up to the healers WIS+character level in HP, no DC check is required and the HP are distributed as specofied by the healer.
Treat Wounds may be used to treat over the healers level in HP with a DC check of 'Total HP being healed'. A fail does not restore HP. A critical success will heal an extra Level/2 HP. On a critical fail no HP are restored, and no further Treat Wounds may be attempted for the remainder of the day.
Any character that receives the benefit of 'Treat Wounds' may not benefit again till they have taken further damage from combat or adventuring.

Up to one extra character who also has the medicine skill may 'aid' the main healer, adding up to half their WIS+character level to the pool of HP available for healing before a DC check is needed.

In combat, Treat wounds can be used to restore a character with less than 1 HP back to 1 HP. The healer must spend 2 actions.

Added some edits.

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