Brainstorming Elegant Changes to Resting, Natural Healing and Battle Medic


General Discussion


Right now Natural Healing and Battle Medic aren't fulfilling their roles well as non-magical sources of recuperation between fights.

I think there is an important balance between allowing characters to have some recovery and too much recovery. I think these changes tune up the non-magical recovery methods, alleviating some pressure on healers without making healers obsolete.

Here are my proposed changes:

Resting: (Constitution modifier +1 ) x level for an eight hour rest. If characters have food, water and shelter and are not fatigued, hit point recovery is doubled

1) Right now there is no difference between a con score of 8, 10 or 12. This solves the problem and increases resting for higher constitution scores. Constitutions of 8 (-1 modifier) are frail and require assisted healing to recover. Constitutions of 6 (-2 modifier) are debilitating and characters with constitutions that low will lose hit points instead of gaining them.

Natural Medicine: only requires being trained in Nature, doesn't require a DC check, and heals the same as resting for the night (con modifier +1) x level. Add an additional +1 to the con modifier if applied in the wilderness while not fatigued. Expert adds an additional +1 con mod, Master +2, Legendary +3

1) This allows Natural Medicine to scale with level and provides a short rest mechanic for the party.

2) The combined resting mechanic changes and natural healing changes explain why low constitution elves live in the wilderness and not in cities. 8 constitution elves can heal in the wilderness, but in cities they languish.

Battle Medic: lower the in combat use of Battle Medic to DC 15. Lower the out of combat use of Battle Medic to 5. Make a natural one still a critical failure. Healing is a d10 + wis. Expert is 2d10 +wis, Master is 4d10 +wis, Legendary is 8d10+wis.

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