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General Tabletop Discussion
*Dungeons & Dragons
Can we add some meaning (power) behind the Skill "Medicine"
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<blockquote data-quote="ExploderWizard" data-source="post: 6530974" data-attributes="member: 66434"><p>The one thing you need to re-size plate armor is.....(surprise!) a skilled armorer. At this point you haven't met one. I'm sure there would be more than one of these in a good sized city who could do it in a reasonable amount of time for a negotiable fee. </p><p></p><p></p><p></p><p>So far that is the only thing you have TRIED to do with it. Medicine is also useful for diagnosis of unknown ailments but that hasn't come up yet. </p><p></p><p>Your proposal for the medicine skill would take it from being moderately useful to being a must have skill for everyone. Healing up to half HD outside of a rest? That's like giving every class an improved version of second wind. While stabilizing is fine, giving instant hit points is overpowered. </p><p></p><p>It isn't my fault that out of seven people NO ONE wanted to play a healer. We aren't using any of the grittier optional rules, everyone heals to full on a long rest and there are no lingering wounds or anything. I would consider additional uses of medicine that work over time, much like actual medicine but I won't consider making a medicine check a suitable substitute for quick tactical healing that is covered by magic. </p><p></p><p>The basic rules made medicine largely irrelevant when the decision to have a nights rest cure all wounds. Who needs medicine when a nap does the trick? Fast effective healing for short term is what magic is for.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6530974, member: 66434"] The one thing you need to re-size plate armor is.....(surprise!) a skilled armorer. At this point you haven't met one. I'm sure there would be more than one of these in a good sized city who could do it in a reasonable amount of time for a negotiable fee. So far that is the only thing you have TRIED to do with it. Medicine is also useful for diagnosis of unknown ailments but that hasn't come up yet. Your proposal for the medicine skill would take it from being moderately useful to being a must have skill for everyone. Healing up to half HD outside of a rest? That's like giving every class an improved version of second wind. While stabilizing is fine, giving instant hit points is overpowered. It isn't my fault that out of seven people NO ONE wanted to play a healer. We aren't using any of the grittier optional rules, everyone heals to full on a long rest and there are no lingering wounds or anything. I would consider additional uses of medicine that work over time, much like actual medicine but I won't consider making a medicine check a suitable substitute for quick tactical healing that is covered by magic. The basic rules made medicine largely irrelevant when the decision to have a nights rest cure all wounds. Who needs medicine when a nap does the trick? Fast effective healing for short term is what magic is for. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Can we add some meaning (power) behind the Skill "Medicine"
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