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It's always really bugged me that Medicine by default can't restore HP. In fact, in 5e I homebrewed a rule to allow any any character to attempt to restore HP. And it has worked really well. I think instead of skill feats granting access to healing, they should greatly enhance it.

>> My homebrew rule is that a character may spend 5 minutes to attempt a DC 10 medicine check and restore 1d6 HP to the target creature.

I would allow characters trained in Medicine to do this, and then have skill feats that make this much better, potentially giving master or legendary-trained characters the ability to heal outside of combat as effectively as a cleric can during combat. (It would still of course be absurd to perform surgery during combat, which is exactly what clerics can do almost instantly with spells.)


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I see two problems with signature skills:

1) Very little ability to decide which which skills are signature skills.

2) Signature skills are given at level 1, but they have no effect for a few levels until you can raise a skill to master rank. I think this needlessly confuses new players making their first character.


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I strongly agree that the current alignment system is broken and needs to be replaced. It has been said that one of the best things a DM can do with alignment is to ignore it. Furthermore, restricting the alignments of PCs and monsters seems very arbitrary. All too frequently, two individuals with the same alignment can have different goals, and individuals with different alignments have the same goals. In fact, almost all groups of adventurers have a mix of several alignments, but they still act more or less as one.

I envisioned a new alignment system founded on goals or ideals, but I think RedCastoff's idea is well structured and easy to implement and remember. More importantly, it feels natural.