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Where is the point of medicine as a skill?
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<blockquote data-quote="DEFCON 1" data-source="post: 6380736" data-attributes="member: 7006"><p>Yeah, I have the same issue... and thus I'm trying to decide on a couple different methods to rectify the situation.</p><p></p><p>First is to leave Medicine in the game, but change Healer's Kits. Rather than those kits stabilizing automatically... instead, if you use one it allows you to roll your Wisdom (Medicine) check with Advantage. So a check is still involved, and thus the Medicine skill still has play.</p><p></p><p>Second is to remove Medicine skill from the game, and allow the use of Survival in its place for stabilization instead. Then, the Healer's Kit works just the same as it does in the book (stabilize without a check). Survival already has other uses, so adding stabilization to it on those rare occasions when Healer's Kits aren't available is nowhere near unbalancing. The only change to the game would be exchanging the Hermit background from giving Medicine to giving Survival-- but that's a simple swap.</p><p></p><p>I suspect that based on the fact that Survival in my games never seem to get enough play, nor does Medicine have enough other uses to make its inclusion worthwhile... I'm probably going to go with the latter. If there were other uses for Medicine... like requiring Wisdom (Medicine) checks to let players spend Hit Dice during Short Rests or to reduce exhaustion levels during Long Rests... maybe the skill would be a bit more worthwhile. As it stands right now though, to me it really isn't.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6380736, member: 7006"] Yeah, I have the same issue... and thus I'm trying to decide on a couple different methods to rectify the situation. First is to leave Medicine in the game, but change Healer's Kits. Rather than those kits stabilizing automatically... instead, if you use one it allows you to roll your Wisdom (Medicine) check with Advantage. So a check is still involved, and thus the Medicine skill still has play. Second is to remove Medicine skill from the game, and allow the use of Survival in its place for stabilization instead. Then, the Healer's Kit works just the same as it does in the book (stabilize without a check). Survival already has other uses, so adding stabilization to it on those rare occasions when Healer's Kits aren't available is nowhere near unbalancing. The only change to the game would be exchanging the Hermit background from giving Medicine to giving Survival-- but that's a simple swap. I suspect that based on the fact that Survival in my games never seem to get enough play, nor does Medicine have enough other uses to make its inclusion worthwhile... I'm probably going to go with the latter. If there were other uses for Medicine... like requiring Wisdom (Medicine) checks to let players spend Hit Dice during Short Rests or to reduce exhaustion levels during Long Rests... maybe the skill would be a bit more worthwhile. As it stands right now though, to me it really isn't. [/QUOTE]
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Where is the point of medicine as a skill?
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