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The Society of 3.5 Revisionists
New use for the Heal skill
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<blockquote data-quote="Kerrick" data-source="post: 4545691" data-attributes="member: 4722"><p>I like that. There's talk on the PF forum about some "treat serious injury" use, too (maybe listed in the PF Heal skill?), and a couple folks suggested having DCs for a few different situations. We've already got a bunch of stuff in the PHB - first aid, long term care, treat poison/disease, and treat wounds, so it wouldn't be unreasonable to add a couple more - treat serious injury (broken bones, missing limbs, whatever), or like you say, revive someone who's recently died. </p><p></p><p>If we go this route, I'd assign first aid to healing nonlethal damage only. Give it a DC 10 check; a success heals 1 hp/die, +1/5 points over 10. Treat injury would cover healing lethal damage (same as above), and would be DC 15; treat serious injury would be DC 20 and cover the massive stuff - a success prevents unconsciousness, loss of blood, or whatever ongoing effects the victim has (excepting penalties due to loss of limbs) and heals some damage. Then we have long-term care (no real changes), and treat poison disease (likewise). </p><p></p><p>We already have healer's kits in the PHB, too - they grant a +2 bonus to Heal checks - but I agree with your suggestion; I'd require them for anything besides first aid and treat injury. A masterwork kit would grant the +2 bonus as normal.</p><p></p><p></p><p>I like this - it's pretty much an epic use of the skill. There should be a limit as to how long someone's been dead, though - maybe 5 rounds?</p><p></p><p></p><p>Yeah, that occurred to me too, after I'd had some time to think about it. The easiest way to control that is to put some sort of cap on it, but I'm not sure what would work best - 1 hp/target's Hit Die is too low. I think adding +1/5 points (or maybe even 3) over the DC would work; even if you hit 100, you'd only be healing 20 + HD. For a 1/day ability, that's not bad at all.</p><p></p><p></p><p>I like this.</p><p></p><p></p><p>That works.</p><p></p><p></p><p>I came up with my own version of death/dying (because it sucks), but I kept the first aid = stabilize thing. The DC is 10 + number of hp of the victim below 0 (for example, someone at -7 is DC 17). I like your variant better, though - I'll change it so that a Heal check (same DC) grants a +2 bonus, +1/5 points over the DC, to the victim's next Con check. That gives the victim a <em>chance</em> of recovering, but not a <em>certainty</em> - it factors in the healer's skill, the victim's condition, and pure dumb luck. A really good healer should be able to pull someone back from the brink, while a novice could lose his patient.</p><p></p><p></p><p>Yeah, I like the uncertainty factor. The way I did death/dying, you get three failed Con checks; the first two failures, you lose 1 hp, and the third, you die. The DM should make the roll secretly to preserve tension. If you make the check by 5 or less, there's no change; if you make it by 5+, you go straight to 0 hp (this makes the Heal check much more important).</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4545691, member: 4722"] I like that. There's talk on the PF forum about some "treat serious injury" use, too (maybe listed in the PF Heal skill?), and a couple folks suggested having DCs for a few different situations. We've already got a bunch of stuff in the PHB - first aid, long term care, treat poison/disease, and treat wounds, so it wouldn't be unreasonable to add a couple more - treat serious injury (broken bones, missing limbs, whatever), or like you say, revive someone who's recently died. If we go this route, I'd assign first aid to healing nonlethal damage only. Give it a DC 10 check; a success heals 1 hp/die, +1/5 points over 10. Treat injury would cover healing lethal damage (same as above), and would be DC 15; treat serious injury would be DC 20 and cover the massive stuff - a success prevents unconsciousness, loss of blood, or whatever ongoing effects the victim has (excepting penalties due to loss of limbs) and heals some damage. Then we have long-term care (no real changes), and treat poison disease (likewise). We already have healer's kits in the PHB, too - they grant a +2 bonus to Heal checks - but I agree with your suggestion; I'd require them for anything besides first aid and treat injury. A masterwork kit would grant the +2 bonus as normal. I like this - it's pretty much an epic use of the skill. There should be a limit as to how long someone's been dead, though - maybe 5 rounds? Yeah, that occurred to me too, after I'd had some time to think about it. The easiest way to control that is to put some sort of cap on it, but I'm not sure what would work best - 1 hp/target's Hit Die is too low. I think adding +1/5 points (or maybe even 3) over the DC would work; even if you hit 100, you'd only be healing 20 + HD. For a 1/day ability, that's not bad at all. I like this. That works. I came up with my own version of death/dying (because it sucks), but I kept the first aid = stabilize thing. The DC is 10 + number of hp of the victim below 0 (for example, someone at -7 is DC 17). I like your variant better, though - I'll change it so that a Heal check (same DC) grants a +2 bonus, +1/5 points over the DC, to the victim's next Con check. That gives the victim a [i]chance[/i] of recovering, but not a [i]certainty[/i] - it factors in the healer's skill, the victim's condition, and pure dumb luck. A really good healer should be able to pull someone back from the brink, while a novice could lose his patient. Yeah, I like the uncertainty factor. The way I did death/dying, you get three failed Con checks; the first two failures, you lose 1 hp, and the third, you die. The DM should make the roll secretly to preserve tension. If you make the check by 5 or less, there's no change; if you make it by 5+, you go straight to 0 hp (this makes the Heal check much more important). [/QUOTE]
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New use for the Heal skill
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