lastknightleft
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Can we please have rules that allow players to use heal checks to recover a certain amount of HP after each encounter? that way clericless groups aren't so dependant on wands and potions etc. You can create a pretty simple on that doesn't allow for a full recovery, say a set DC and you recieve 1/4 to 1/2 the damage recieved in an encounter back. No rerolls, and no one person binds the wounds crapily so next guy comes in and re-rolls to bind better. I mean I would like to have that skill actually get some use in game once in a while.
| CharlieRock |
Can we please have rules that allow players to use heal checks to recover a certain amount of HP after each encounter? that way clericless groups aren't so dependant on wands and potions etc. You can create a pretty simple on that doesn't allow for a full recovery, say a set DC and you recieve 1/4 to 1/2 the damage recieved in an encounter back. No rerolls, and no one person binds the wounds crapily so next guy comes in and re-rolls to bind better. I mean I would like to have that skill actually get some use in game once in a while.
You've already worked it out, just house-rule it.
I think it would be rather lame that you can wrap a bandage around a spurting chest wound and all of a sudden walk off like it's just a bruise.| Paul Ackerman 70 |
There are useful applications of the heal skill. Just not as often as that.
As far as using it to regain HP. I don't know.. the best I think I would allow is using it once per day to heal yourself. But, really that's getting too close to a lay on hands ability.
But yeah.. you've came up with the rules.. just houserule it and go.
| Michael F |
I can see the OP's point.
Anyone who has kids will tell you that just putting a band-aid on a boo-boo makes it feel better. A little salve and a cover just shuts out some of the pain, I guess.
If you allow some minor hp gain from the heal skill, I see no reason to limit to once per day.
Every time you get into a fight, that should be an opportunity for someone with the heal skill to patch you up and make you feel better.
But band-aids can only do so much. Each battle after the first of the day should add to the DC of the heal check. The more damage the PC is down (1/2, 3/4, etc.) should add to the DC. If they took a crit, add to the DC.
And you gotta burn up a certain amount of first aid supllies too (as in money). If you run out of band-aids and you've already cut up everyone's pants and shirts and stuff, you're out of luck.
If you set the price for first-aid supplies right, it would balance out with healing potions and wands.
| ChrisS |
I was going to suggest almost exactly the same thing as an alternative to the current boost to Cleric's healing abilities (and yeah, the fast healing feat would probably need to be changed or removed).
It lengthens the stamina of the characters between rests, but doesn't change the threat of any individual encounter, since this healing happens after a battle's over.
The idea is to keep the party going for longer between rests so I wouldn't base the DC off HP lost or crits (or charge gold for supplies), as that works against it.
Phil Ridley
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I think that allowing Heal to restore a small number of hit points on a limited basis would do much to take the curing burden from the cleric, at least at low levels.
Maybe something like a DC 10 check to heal 1d4 hit points, with 1 extra hit point healed for every 2 (or 3 or 5) points the DC is exceeded by. That way a 1st level character with the skill will average a roll of roughly 15 and heal 1d4+2. A 20th level character will average high 30s so would heal roughly 1d4+20.
Make it so that a character can only be bandaged once between each encounter (and can only heal damage taken since the last time you were healed) and you've got something that's useful without being overpowered. It also means that someone who's 5 hit points down won't need to pester the cleric for a Cure Light.
Danflor
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I think that allowing Heal to restore a small number of hit points on a limited basis would do much to take the curing burden from the cleric, at least at low levels.
Maybe something like a DC 10 check to heal 1d4 hit points, with 1 extra hit point healed for every 2 (or 3 or 5) points the DC is exceeded by. That way a 1st level character with the skill will average a roll of roughly 15 and heal 1d4+2. A 20th level character will average high 30s so would heal roughly 1d4+20.
Make it so that a character can only be bandaged once between each encounter (and can only heal damage taken since the last time you were healed) and you've got something that's useful without being overpowered. It also means that someone who's 5 hit points down won't need to pester the cleric for a Cure Light.
Good idea! You could gain a bonus to this check if you have bandages or medicinal herbs. Bandages granting a +2 bonus and herbs ranging from +1 to +5. Call the press!!!
| Mark Hall |
I'd say that something on par with the established mechanics for grappling (i.e. you get "raises" at 5 points above the difficulty) would be the most reasonable. I would also make the healing very limited in amount.
So, let's start with the 1D4 at difficulty 10 that was suggested. We then add +1 per 5 points the DC is exceeded by, with a maximum of your level times your constitution bonus (your level is always possible, however, no matter what your constitution), since there's only so much you can patch up quickly, but tougher people, with more HP, recover more quickly from the wide variety of difficulties that a loss of HP represents.
fliprushman
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There is already a discussion on this. There are some ideas posted in this thread:
I like the idea of Heal actually healing someone so one of the options I discuss is to have the PC's make a DC 15 heal check to heal the party member 1d4 + 1 point per 5 over the DC. Usuable only once per day per character. This would be equivalent to first aid and that only can go so far.
lastknightleft
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What exactly is unreal about someone taking time to heal themselves then moving on, I am opposed to it being used in combat. I'm talking about after combat treating injuries. People in real life have broken limbs, self splint and gone to get help. And binding wounds allows you to continue going, it's not removing the wounds, it's minimizing the pain to allow you to continue. HP isn't pure damage, it an almagalm of several factors. so why not use heal skill outside of combat to have a decent effect that isn't as strong as clerical healing. Calling it a med kit in a video game is so overstating.