BishopMcQ |
I have not been able to find any threads on this part of Battle Medicine. Within Battle Medicine, it says "The target is then immune to your Battle Medicine for 1 day."
My understanding has always been that each character gets one Battle Medicine per day, but the "your" in that statement reads that it's not Battle Medicine in general that they are immune to, but rather the Battle Medicine of that specific character.
Could a character therefore, do a quick Battle Medicine on themselves and still have the ability for another character to also Battle Medicine them within the same day?
Finoan |
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Narratively, it should really be the other way around.
Meaning that any character could only benefit from Battle Medicine once per day no matter how many characters in the party took the feat. And a party of 6 with everyone trained in Medicine can do 6 Treat Wounds per hour (one per hour from each character) on every party member (10 minutes per character healed) with no feat investment needed.
It might make more narrative sense. But it would probably not be very balanced.
Captain Morgan |
Captain Morgan wrote:Narratively, it should really be the other way around.Meaning that any character could only benefit from Battle Medicine once per day no matter how many characters in the party took the feat. And a party of 6 with everyone trained in Medicine can do 6 Treat Wounds per hour (one per hour from each character) on every party member (10 minutes per character healed) with no feat investment needed.
It might make more narrative sense. But it would probably not be very balanced.
Party of six that all take heroism, bless, or inspire courage aren't going to work very well together either. You don't need six people with Thievery when only one person can pick the lock at a time either. Redundancies being ill advised is nothing new.
And six people treating wounds out of combat is generally way less powerful than six people who have battle medicine. Parties being able to patch each other up faster to get back to adventuring will generally be more interesting than having to take multihour breaks after every battle. (Until someone takes Continual Recovery and Ward Medic and this problem gets solved anyway.) The whole hour cool down for Treat Wounds never should have been a thing, IMO.
Finoan |
Party of six that all take heroism, bless, or inspire courage aren't going to work very well together either. You don't need six people with Thievery when only one person can pick the lock at a time either. Redundancies being ill advised is nothing new.
Inspire Courage I will agree with. No need to have multiple characters with that.
Heroism and Bless cost a spell slot to use. If the party decides to, they can all cast Heroism on one character - one each for each of the 5 battles during the day. Casting them all on the same character on the same battle would be a waste, but having them all available is not redundant.
Multiple characters with Battle Medicine also isn't redundant. And I don't know why it would be better if it was.