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Can we add some meaning (power) behind the Skill "Medicine"
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<blockquote data-quote="Athinar" data-source="post: 6530271" data-attributes="member: 6781944"><p>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)</p><p></p><p>Medicine Skill Check and Healing Kit required</p><p></p><p>Action - Successful Medicine Roll + Healing Kit (one dose) = 1/2 Maximum number of Hit Dice (round down) + Medicine Skill Roller Ability Modifier (Wis +0 to +5); The Creature can not regain Hit Points from this Action again until a short or long Rest; Failure means loss of an Action and dose from the Healer's Kit</p><p> </p><p>Zero Hit Points - Successful Medicine Roll + Healing Kit (one dose) = 1 Hit Point (No Feat Required) - (Feat is 1 Hit Point and the use of one dose of the Healing Kit; no Roll is required because you are automatically making the Medicine Skill check); Failed Roll is loss of one dose to the Kit but the target is stabilized at 0 Hit Points</p><p></p><p>Short Rest - Successful Medicine Roll + Healing Kit (one dose per Hit Dice, Max 10 Hit Dice or number of doses of the Healing Kit) makes it a Ability Modifier (of the Medicine Skill Roller) (Wis +0 to +5) to Hit Dice Rolled or even max out the Hit Dice Roll</p><p>One Roll is rolled for any amount of Doses you use; you have to say how many of the doses you will use before the Check is rolled and one check can be done per Short Rest </p><p></p><p>(ex. 4th Barbarian -</p><p> one Dose - (1D12 + Con Bonus) + Medicine Skill Roller Wisdom ability score; +0 to +5</p><p>two Doses - (2D12 + Con Bonus) + Medicine Skill Roller Wisdom ability score; +0 to +10</p><p>three Doses - (3D12 + Con Bonus) + Medicine Skill Roller Wisdom ability score; +0 to +15</p><p>four Doses - (4D12 + Con Bonus) + Medicine Skill Roller Wisdom ability score; +0 to +20)</p><p></p><p>Long rest - Successful Medicine Roll + Healing Kit reduces Exhaustion Level by one (Long Rest - 1 level of Exhaustion and with successful Medicine Roll and 1 dose of the Healing Kit = 2 levels of Exhaustion; no more than 2 levels can be regained by this Medicine Check</p><p></p><p>Poison Condition - Successful Medicine Roll + Antitoxin removes the "Poison Condition" and the Creature gains the Advantage on saving throws against poison for one hour</p><p></p><p>Now what would the "Medicine Skill" Check bel</p><p>So if the "Doc" that uses the Medicine Check and has a low Wisdom ability score might not want to use some of these items</p></blockquote><p></p>
[QUOTE="Athinar, post: 6530271, member: 6781944"] 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) Medicine Skill Check and Healing Kit required Action - Successful Medicine Roll + Healing Kit (one dose) = 1/2 Maximum number of Hit Dice (round down) + Medicine Skill Roller Ability Modifier (Wis +0 to +5); The Creature can not regain Hit Points from this Action again until a short or long Rest; Failure means loss of an Action and dose from the Healer's Kit Zero Hit Points - Successful Medicine Roll + Healing Kit (one dose) = 1 Hit Point (No Feat Required) - (Feat is 1 Hit Point and the use of one dose of the Healing Kit; no Roll is required because you are automatically making the Medicine Skill check); Failed Roll is loss of one dose to the Kit but the target is stabilized at 0 Hit Points Short Rest - Successful Medicine Roll + Healing Kit (one dose per Hit Dice, Max 10 Hit Dice or number of doses of the Healing Kit) makes it a Ability Modifier (of the Medicine Skill Roller) (Wis +0 to +5) to Hit Dice Rolled or even max out the Hit Dice Roll One Roll is rolled for any amount of Doses you use; you have to say how many of the doses you will use before the Check is rolled and one check can be done per Short Rest (ex. 4th Barbarian - one Dose - (1D12 + Con Bonus) + Medicine Skill Roller Wisdom ability score; +0 to +5 two Doses - (2D12 + Con Bonus) + Medicine Skill Roller Wisdom ability score; +0 to +10 three Doses - (3D12 + Con Bonus) + Medicine Skill Roller Wisdom ability score; +0 to +15 four Doses - (4D12 + Con Bonus) + Medicine Skill Roller Wisdom ability score; +0 to +20) Long rest - Successful Medicine Roll + Healing Kit reduces Exhaustion Level by one (Long Rest - 1 level of Exhaustion and with successful Medicine Roll and 1 dose of the Healing Kit = 2 levels of Exhaustion; no more than 2 levels can be regained by this Medicine Check Poison Condition - Successful Medicine Roll + Antitoxin removes the "Poison Condition" and the Creature gains the Advantage on saving throws against poison for one hour Now what would the "Medicine Skill" Check bel So if the "Doc" that uses the Medicine Check and has a low Wisdom ability score might not want to use some of these items [/QUOTE]
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Can we add some meaning (power) behind the Skill "Medicine"
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