D&D 5E Can we add some meaning (power) behind the Skill "Medicine"

That's not a bad idea, actually, especially if there's no dedicated healer for the group. I might have to adopt that.

It works out pretty well, but is really dependent on the roll. I am considering lowering the threshold to a DC 5 to get at least 1 HP, most of the time in-combat my players will never attempt it more than twice. I think the most I've seen anyone get is about 12 points, which I do think is fair for in-combat attempts to "heal" without a medkit, but does require a very high roll (I think the roll in question was an 17 and we were level 5). Most of the time my players will get 5 or less HP back per attempt.

Eh, thinking about it, I'm pretty happy with where it's at.
 

log in or register to remove this ad


My Kingdom for Cleric or a Centaur that cast Cleric spells

Hey DM, I want to play a Centaur Cleric next game, can I please?

Screw the Bird, Follow the River
 


You raise in level on the forums by getting exp when people like your post. I'll start you off - I gave you exp for the random Willow quote above that taken out of context sounds like a crazy person muttering lol.
 

What if guys with healing skill can restore during short rest 1d4 of hp to a guy who also uses at least one of his hit dice to recover hp? Of course succesful check is required per attempt, and uses of healing kit are consumed.
 

You could allow Medicine to grant treated creatures the ability to reroll a certain number of low rolls when spending Hit Dice during a short rest.

Something like, if you roll a 10 on your check the creature gets 1 reroll, and for every 5 you get over that they get an additional reroll.

d6 and d8 HD can reroll 1s, while d10 and d12 HD can reroll 1s and 2s.

That makes the medic more valuable without stepping on the cleric's toes.
 

Can we add some meaning (power) behind the Skill "Medicine", no one is using it when you have Healing Word or Paladin's Touch or Spare the Dying (made this up because our group have little to no Healing Powers)

Here's our house rule:

DC 20 Medicine check: stabilizes a dying creature and brings it up to 1 hit point.
DC 15 Medicine check: used during short rest with one charge of healing kit, restores 1 hit point per recipient PC level.
DC 20 Medicine check: used during short rest with one charge of healing kit, restores 2 hit points per recipient PC level.

These latter two can only be done once per short rest per recipient PC, do not stack with other bonus healing like a Bard's Song of Rest, and the Help action cannot be used with them. PCs not injured since the last short or long rest cannot be treated this way.


I do think that I should add Poison and Disease to this. Also, this does not take away from the Healer feat. The feat is still worthwhile.
 

The problem is too much was already given out in regards to natural healing. Medicine IS weak in a world where the video game trope of the Trauma Inn is hardcoded into the ruleset.

inn_7210.jpg
 

Remove ads

Top