| Lanathar |
So I have noticed that a healers kit is rather expensive coming in at 1/3 of starting wealth. Many characters can’t necessarily fit this in
If a party doesn’t have one how soon should they be looking to buy one (or should a GM make one available if shops aren’t around)
It seems like the game kind of assumes a reasonable amount of out of combat healing ...
| Kyrone |
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If the person is trained in medicine they will want to start with a Healers Kit.
5gp out of 15 might sound like a lot but most characters will not use more than 10gp on their starting gear unless they are an armored martial or they are people like me that like to spend money consumables from the start.
| Lanathar |
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Ok. To slightly re-frame it - I am running a wilderness based game (no shops) that has now started and I don't think they have one.
They do have an alchemist and a sorcerer with Heal as one of their spells. The ranger is trained in Medicine but couldn't afford the kit (I think this is also true for the alchemist).
So I am more wondering when is reasonable for them to uncover one by
(There are shipwrecks so it won't be too unreasonable to find one there)
TwilightKnight
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If we are talking about creative ways to get a healer's kit in the hands of the players...
Of course, the easiest way is as a treasure item. Even bad guy NPCs are likely to have medicine tools given that the Medicine skill is arguably the best one in all of 2E. Now that Perception is not really a skill, but something separate, other than maybe Diplomacy, which is very campaign-specific, there really aren't any other skills you will use as frequently as Medicine.
If you have someone with Nature or Herbalism Lore, maybe allow them to accumulate the ingredients for a healer's kit naturally. Course, it would be even more applicable if a player has Natural Medicine, but it could work for regular Medicine as well.
Could they encounter a traveling merchant? Due to its importance, it is fairly reasonable to think a merchant would have a few in stock.
5gp might be expensive with respect to starting gold, but if you look at wealth by level, you'll see its a fairly inconsequential expense. They should have one certainly by the time they reach level two, and likely long before that. Unless of course your campaign needs them to have lingering injuries. Limiting their healing options could be another way to increase the feel of danger in the game. Just don't be too limiting. No one wants to feel like a slip and fall down a 5ft flight of stairs will be the death of their character.
Good luck!
Ascalaphus
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In fact, if you look at table 10-9 on page 509, which shows what sort of treasure to give out, you see in the Level 1 row that the party as a whole should find two level 1 permanent items and two level 2 permanent items.
The level 2 items are probably things like fullplate and +1 weapons. But the level 1 permanent items could very well be healers kits and repair kits. (Other good options are expensive armors and composite bows.)
So you'd be doing neatly what the book says you ought to :)
| Zapp |
So I have noticed that a healers kit is rather expensive coming in at 1/3 of starting wealth. Many characters can’t necessarily fit this in
If a party doesn’t have one how soon should they be looking to buy one (or should a GM make one available if shops aren’t around)
It seems like the game kind of assumes a reasonable amount of out of combat healing ...
Yes. I recommend you make one available as soon as the players realize they need one (per character trained in Medicine), which will happen as soon as they have had their first real fight in dangerous territory (i.e. when they will want to heal up a.s.a.p instead of returning to the inn or whatever safe spot they have).
And by the way, if none of the players happened to choose Medicine for their character, plan to allow a week's worth of retraining downtime as soon as they realize how valuable this particular skill is.