| vale_73 |
Hi everybody, if I'm not wrong, as per the last version of Updates, the DC of Treating Wounds is based on the Target Level. I'm not entirely ok with this, since I can't really figure out why a patient should be more difficult to treat or heal the more expert she or he is. I don't have an alternate fix, though: what do you think? Happy life and happy gaming to everyone, and keep up the good work, Paizo: overall, I'm really satisfied with the direction and the underlying philosophy of PF2!
| Tectorman |
Hi everybody, if I'm not wrong, as per the last version of Updates, the DC of Treating Wounds is based on the Target Level. I'm not entirely ok with this, since I can't really figure out why a patient should be more difficult to treat or heal the more expert she or he is. I don't have an alternate fix, though: what do you think? Happy life and happy gaming to everyone, and keep up the good work, Paizo: overall, I'm really satisfied with the direction and the underlying philosophy of PF2!
I was pondering that, too.
My thinking is that maybe it could be tied to how much healing you're trying to accomplish. That way, it can potentially be tied to the target's level if you have to heal them back up from all the way down to "unconscious". And if they only have a sword wound, then they're no more difficult to heal than a first level character who also only has a sword wound.
How to make it non-abusable? Limiting how often a patient can benefit from it is certainly an option. Another is by making it have diminishing returns for additional uses. I.e., using it to heal "one sword wound" has a difficulty associated with "one sword wound" (forgive the nonstandard terminology, I'm phrasing this in in-universe terms); but if the patient has already been treated for a sword wound recently (for whatever value you want to use for "recently"), treating them for an additional "one sword wound" has a difficulty associated with "two sword wounds" but only heals the new wound (to represent the difficulty of not making an existing healing wound worse).
No idea how to translate that into game mechanics, though.
| Bardarok |
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Condition: Bandaged
Bandaged grants a number of temporary HP equal to it's value. You can never have a Bandaged value greater than the amount of HP you are below max hp. Max bandaged value = max hp - current HP. Multiple instances of bandaged do not stack you use the highest value.
Treat wounds
DC 15
The targets loose the wounded condition (if they have it) and gains a bandaged value equal to 10 times their Constitution modifier or 10. Note a creature can never have a bandaged value greater than the amount of HP they are below maximum.
Advanced Treat Wounds
DC 25
As treat wounds but a bandaged value equal to 20 times their Constitution modifier or 20 whichever is higher.
Etc.
Maybe something like that?
| David knott 242 |
The new system is a definite improvement over the old system where the DC was based on the healer's level.
However, I would not object if the check was against a flat DC with the amount of healing based on the adjusted value of the roll and no critical success result defined. With that change, there would still be value in boosting your medicine skill but no strange cases of people becoming more difficult to heal (except in the sense that they have more hit points and thus will require more healing after battles that leave them very low on hit points).
| Tridus |
In my oppinion it shouldn't be a hit or miss check *at all*. The check should be there to determine how much you heal, modified by skill, maybe with a rolled 1 and rolled 20 doing something special.
That's what I have been saying too. Have the HP healed be based on the total check result, with no failure or crit success conditions at all.
This is not a case where four levels of success makes sense.
| Ediwir |
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This is Paizo's reasoning on why the old version had issues:
Step1: Hire a lv4 NPC healer to follow you
Step2: Have him treat your party (DC16) during downtime
Step3: Recover 24HP*Con*hour of downtime
???: Patchnote.
While there is a point to it, this was probably more likely to happen:
>be me
>lv99 super Cleric of Healo, god of healing, +150 medicine roll
>fight dragons an' shiz all day long not a scratch
>walk in town, people cheer, throw banquets, praise Healo
>mayor wants to build a temple of Healo
>daughter wants to bang
>hellyeah.jpg
>next day rando brings in daughter with scraped knee
>mfw I realise treating a scraped knee is a DC160 Medicine check
>foreheadsweat.jpg
>critfail, nothing I can do
>old lady walks in and heals scraped knee with handkerchief and some poultice
>temple of Healo is scrapped, now gonna be temple of old lady
>run from town in shame
>Healo is forgotten forever
The change fixes both cases.
Just my 2 coppers.
/tips fedora