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Where is the point of medicine as a skill?
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<blockquote data-quote="Goemoe" data-source="post: 6381315" data-attributes="member: 72224"><p>Interesting point. But without healing kit the feat 'healer' does not work.</p><p></p><p></p><p>Many people don't disagree with me, they just ignore what I say and talk about a different topic(roleplaying). Roleplaying is fine, but not my point here. Read again. Carefully. It's all in this thread. I got my answers in different threads about this topic. Instead of insulting people you could try to help. I will ignore you too, I don't like your attitude.</p><p></p><p>As for the topic, again, I do like the function of medical treatment in the game. I do think it is interesting for adventurers to be able to learn this kind of treatment. I value roleplaying much and yes, all this is not my point. As talked about in length in this and in other threads I only ask for the <strong>technically</strong> usefullness of a skill which can be substitued in 9/10 cases by a cheap consumable. Skills are hard to come by, they are valuable. It should not be the case that the expensive skill needs to roll for something a cheap consumable can do adhoc.</p><p></p><p>Even if you like to play CSI D&D, a sound system for it would help not hinder your play. The current medicine system has flaws. All I wanted is getting input, if I had overlooked something in the rules, which I didn't. So for me the case is solved. No need for flames.</p></blockquote><p></p>
[QUOTE="Goemoe, post: 6381315, member: 72224"] Interesting point. But without healing kit the feat 'healer' does not work. Many people don't disagree with me, they just ignore what I say and talk about a different topic(roleplaying). Roleplaying is fine, but not my point here. Read again. Carefully. It's all in this thread. I got my answers in different threads about this topic. Instead of insulting people you could try to help. I will ignore you too, I don't like your attitude. As for the topic, again, I do like the function of medical treatment in the game. I do think it is interesting for adventurers to be able to learn this kind of treatment. I value roleplaying much and yes, all this is not my point. As talked about in length in this and in other threads I only ask for the [B]technically[/B] usefullness of a skill which can be substitued in 9/10 cases by a cheap consumable. Skills are hard to come by, they are valuable. It should not be the case that the expensive skill needs to roll for something a cheap consumable can do adhoc. Even if you like to play CSI D&D, a sound system for it would help not hinder your play. The current medicine system has flaws. All I wanted is getting input, if I had overlooked something in the rules, which I didn't. So for me the case is solved. No need for flames. [/QUOTE]
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Where is the point of medicine as a skill?
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