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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: 4547040" data-attributes="member: 4722"><p>Welcome, Knight! And yeah, that's pretty much exactly like what Hawk's suggesting. I think it's a good rule, and if you say it's worked well, that's good enough for me. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> I like how you added the costs for restocking a kit, too.</p><p></p><p></p><p>Ah, yeah. I didn't realize it healed at 1 point/level/hour.</p><p></p><p></p><p>Yeah, there you go. One problem I can see, though - how do you treat multiclass PCs?</p><p></p><p></p><p>Poisons and disease are already in the PHB, but I didn't even consider the others - good call.</p><p></p><p></p><p>Hmm. I'm not sure about this one. It doesn't seem overpowered, per se, just... odd.</p><p></p><p></p><p>Good point.</p><p></p><p></p><p>I don't think he's suggesting do it IN combat. He's doing what I was thinking - <em>after</em> combat, or when someone gets hurt (falling into a pit, frex), you take 1 minute to patch up wounds and such and recover some lost hit points. </p><p></p><p>Here's what I've hacked together so far:</p><p></p><p> First aid: DC 10, heals nonlethal damage = 1 hp/die, +1/5 points over 10. Requires 1 round.</p><p></p><p> Treat injury: DC 15, treats lethal damage as above; can be used to bind bleeding wounds, set broken bones, etc. Requires 1 round for binding, or 1 minute for other damage.</p><p></p><p> Treat serious injury: DC 20, treats mortal wounds (missing limbs, broken bones, etc.), heals 1 hp/5 points of the check result. Requires 5 minutes.</p><p></p><p> Revivify: DC 25, can revive someone who's just died (within 1 round/5 points over the DC, maximum 5 rounds); person is at death threshold +1d6 (frex, someone with 14 Con would be 14-1d6 hp). Requires 5 minutes.</p><p></p><p> Stabilize: DC 10 + negative hp; grants a +2 bonus to the victim's next Con check, +1/5 points over the DC. Requires 1 round.</p><p></p><p>I can divide up the conditions into minor, moderate, and major, and assign them to first aid, treat injury, and treat serious injury, then figure out what a success does (maybe just halve the penalties?).</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4547040, member: 4722"] Welcome, Knight! And yeah, that's pretty much exactly like what Hawk's suggesting. I think it's a good rule, and if you say it's worked well, that's good enough for me. :) I like how you added the costs for restocking a kit, too. Ah, yeah. I didn't realize it healed at 1 point/level/hour. Yeah, there you go. One problem I can see, though - how do you treat multiclass PCs? Poisons and disease are already in the PHB, but I didn't even consider the others - good call. Hmm. I'm not sure about this one. It doesn't seem overpowered, per se, just... odd. Good point. I don't think he's suggesting do it IN combat. He's doing what I was thinking - [i]after[/i] combat, or when someone gets hurt (falling into a pit, frex), you take 1 minute to patch up wounds and such and recover some lost hit points. Here's what I've hacked together so far: First aid: DC 10, heals nonlethal damage = 1 hp/die, +1/5 points over 10. Requires 1 round. Treat injury: DC 15, treats lethal damage as above; can be used to bind bleeding wounds, set broken bones, etc. Requires 1 round for binding, or 1 minute for other damage. Treat serious injury: DC 20, treats mortal wounds (missing limbs, broken bones, etc.), heals 1 hp/5 points of the check result. Requires 5 minutes. Revivify: DC 25, can revive someone who's just died (within 1 round/5 points over the DC, maximum 5 rounds); person is at death threshold +1d6 (frex, someone with 14 Con would be 14-1d6 hp). Requires 5 minutes. Stabilize: DC 10 + negative hp; grants a +2 bonus to the victim's next Con check, +1/5 points over the DC. Requires 1 round. I can divide up the conditions into minor, moderate, and major, and assign them to first aid, treat injury, and treat serious injury, then figure out what a success does (maybe just halve the penalties?). [/QUOTE]
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