| thorin001 |
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If you are on fire, poisoned, doused in acid, or have any other type of continuous (except bleeding) anyone can use aid another to give you an additional flat check at a reduced DC. No fuss, no muss, no additional equipment.
But if you are suffering from continuous damage from bleeding no one can help you unless they have a healers kit.
| Captain Morgan |
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If you are on fire, poisoned, doused in acid, or have any other type of continuous (except bleeding) anyone can use aid another to give you an additional flat check at a reduced DC. No fuss, no muss, no additional equipment.
But if you are suffering from continuous damage from bleeding no one can help you unless they have a healers kit.
I'm pretty sure the GM has the right to veto your attempt to aid if you don't have a way to plausibly do it.
Also, poison doesn't generally inflict persistent damage. It uses the affliction rules and requires a healer's kit to Treat. The other stuff I can think can think of for persistent damage is usually fire or acid, both of which can be washed off or doused. There's the occasional persistent negative damage but that's just a pep talk to help them overcome it, really.
YogoZuno
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From a purely mechanical point of view, yes, bleed seems much harder to fix, and is potentially much more deadly than other persistent damage types.
In theory, every persistent damage type needs some sort of fluff justification to allow the extra flat check from a friend. In practice, we've basically decided to be fairly lenient about it, and just accept aid can always be performed. However, this then devalues First Aid, which needs to roll a skill check to get the flat check. So, I believe we are going to be adding a house rule that allows First Aid to either auto-stop or allow a lower DC Flat check when applied.
| Loreguard |
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You could allow a successful aid to delay damage one round, until you stop sustaining the help. (Likely pressure). This likely will eat up action from someone, but has a bit of balance and sense to it. But it also allows someone to do something.
| Paradozen |
I'm pretty sure the GM has the right to veto your attempt to aid if you don't have a way to plausibly do it.Not only are they allowed to, they are explicitly told to.
You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame, wash off acid, or use Medicine to Administer First Aid to stanch bleeding. This allows you to attempt an extra flat check immediately.
| Zergor |
Yup this is very GM dependent.
Ours was indeed asking our specific way to end the effect for each as the victim and as an helper.
Bleeding was treated with a medicine check but for acid and fire we also had a few things to do:
Our GM ruled that for the victim rolling on the ground has a good chance to remove both. The drawback is that with this method you end up prone which is not perfect in a fight.
He also allowed our alchemist to make craft checks to aid another against acid to pour reagents that would make it inert. But otherwise non alchemist people had no way to help remove the acid without justification like having direct access to a lot of water.
Helping against fire can on the other hand easily be done by hitting the parts on fire, snuffing it. So yeah two action no check for it, which is more of a good thing for our enemies than us (like i said we have an alchemist and he is a bomber).
| kaid |
I’m going to have say that this one is fairly on par with reality. Dousing a fire or flushing a chemical off of the skin is easier than stanching an open wound.
Like the kit for a wounds flushing a chemical off the skin would require some resource like a flask of water or something to accomplish. Fire is pretty easy in comparison just smother it which is reasonable to do without anything special.
| Ubertron_X |
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But how do you help stop persistent "good" damage (as in from Divine Smite)? I havent been able to think of anything for that one.
By doing profane things like dousing your colleague with unholy water to quench the "holy fire" like you would do with normal persistent fire damage, casting an evil spell on him, chanting a praise to your evil overlords etc?
Shisumo
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One of my player's character was hit with persistent poison damage (greater barghest, you can probably guess which one) in my last session; she asked if she could use a vial of antitoxin as the necessary action and I agreed, but otherwise she would have likely needed a Medicine check and I would have definitely required healer's tools to do it, following the precedent of Treat Poison and Administer First Aid.
Whether a non-bleed effect is easier than bleed to stop depends entirely on the situation and your GM.
| Quandary |
I remember having the same response as the OP to this topic at first, but I've come to think it's a non-issue...
1) First Aid to allow extra check to stop Bleed is pretty much equivalent to Aid, Aid just being phrased in general terms but Medicine is pretty clearly the appropriate skill for Aid VS Bleed. That DC of Bleed effect could potentially be above "general" DC 20 of Aid isn't compelling IMHO, it could also be lower... and if there is obvious persistent damage ability DC to use I would use that for other skill Aid checks as well.
2) Bleed is also stopped by being healed to full. You're taking hit point damage, it already makes sense to heal you, and if successful the Bleed stops with no check.
So if anything I think there is argument that Bleed is more easily addressed than other types of persistent damage.
| Seisho |
I think probably because bleed was too weak in 1st ed, as any healing (even 1 hp) ended it.
I am glad I stumbled upon this thread, I would've treated it still athat way
Shadowlance wrote:But how do you help stop persistent "good" damage (as in from Divine Smite)? I havent been able to think of anything for that one.Same question but for persistent electric damage?
Not complaining, I enjoy this particular sub-system.
Stop, drop and roll should still work (grounding the electricity - wouldn't try it in water though) and if others try to 'snuff' it out and divert small parts of the electric charge that would certainly work too (if the charge is strong the helpers should be entitled to a little damage ;) )
persistant electric damage is rather complicated besides that because it makes only very limited sense in terms of physics (especially if it is only the damage and no other electrical side effect)