Clerics and First Aid (Comments Welcome and Requested)

IndyPendant

First Post
The following is essentially what I intend to give to my players. I thought I would open it up to examination for you to tell me what you think of it. Feel free to comment, positive or negative; though please don't just say 'That SUCKS!' or 'That's GREAT!'; please say why you like or dislike my idea. I have a thick skin; I can accept that not everyone will agree with me--and I'm posting here because I'm looking for feedback. Anyways, enough rambling. Here it is:
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One of 3e’s big weaknesses is that every party needs a cleric or a druid. Why? Healing. Without a priest, an overnight healing session turns into weeks of ‘bedrest’. To counter this, I’ve borrowed from the game Neverwinter Nights and added ‘First Aid’ the Heal skill. Heal is now a Class Skill for all classes. It works as described in the PHB, but now also can be used to heal wounds:

To do so, you must use a First Aid Kit. The Kits weigh ten pounds each, can be used ten times each, and have varying cost levels, depending on their modifier:
Crude First Aid Kit: Bare basics only, 20gp each, -3 to all die rolls (see below)
(Adjective) First Aid Kit: 30gp, -2 to all die rolls
(Adjective) First Aid Kit: 40gp, -1
Standard First Aid Kit: 50gp, no modifier
High Quality First Aid Kit: 75gp, +1
Very High Quality First Aid Kit: 100gp, +2
(And so on and so forth, +25gp per +1, to a maximum of +5 or +6.)

To use a First Aid Kit, you must first state that you are binding wounds. Binding wounds takes one full minute, during which you and your patient cannot do *anything* else except talk. If you are foolish enough to try this in combat, you provoke attacks of opportunity every round you are binding the wounds, and Concentration checks are required if you are hit, similar to spellcasting. If your patient is below 0 hps, they temporarily stop bleeding to death while you work on them, and permanently stop if you complete binding their wounds, regardless of actual damage healed. There is no actual Skill Check; at the end of that minute, if you have not been interrupted, you roll 1d6 and add (or subtract) your Wisdom modifier; the patient then regains that many hit points. At 6 ranks in the Heal skill, and every 4 ranks afterwards (10,14,etc), you heal an additional 1d6+Wis Mod in hit points. (So, for example, a Fighter with 12 ranks in Heal and a 14 Wis would roll 3d6+6.) You *can* ‘take 20’ with this skill—in which case the patient regains the maximum hit points possible. (So, in the above example, if the Fighter had ‘taken 20’, his patient would have been healed 24 points damage—after 20 full minutes of care.) However, you are limited to healing a maximum of one-half the patient’s total, unbuffed hit points per attempt—though you can eventually heal all their wounds through multiple uses. (So, to continue the above example, if the Fighter’s patient was a Rogue with a maximum of 33 hitpoints, even while Taking 20, the Fighter could only heal him 16 hps.) First Aid Kits can only heal hit point damage; they cannot be used to heal stat damage or remove poisons, for example.

First Aid goes a long way towards removing the necessity of a divine caster in the party—without removing their usefulness. First Aid Kits cost money, have ‘charges’, are virtually useless for healing during actual combat, cannot heal anything except hit point damage, and are much slower and weaker than Cure spells. On the other hand, anyone can use them, and with proper planning they can eliminate the problem of having to rest for days because no one wanted to play a cleric. If someone does play a cleric or druid, they can heal during combat, and can be free to cast ‘buff’ and ‘utility’ spells much more often. Clerics will no longer have to be walking bandaids.
 

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hey IndyPendant! welcome to the boards :D

now, i hope you don't take offense, but i'm really not a fan of converting things that work or are necessary in a video game to a RPG. you have to consider that NWN is also a game that allows characters to take 20 on every skill check, and i've seen cleave hits before normal attacks occur! :p

having said that, i think a First Aid kit/healing ability would work well with an appropriate feat. Star Wars and d20 Modern (i believe) have such feats that allow healing of hit points (or Vitality/Wound points) like Surgery.

in d20 Modern, Treat Injury can heal 1d4 points successful check against DC 15, but Surgery helps a Treat Injury by healing (a number of points - see post below) on a successful check (but takes hours to perform). in Star Wars, the number of points healed is on a scale; the more successful the check, the more points are healed

so, in 3e D&D, a Surgery feat could allow a PC to make Heal skill check on a scale of success, and using the First Aid kits would boost the result number, and the number of points healed.

what do you think?
 
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Mr Fidgit said:
in d20 Modern, Surgery helps a Treat Injury by healing 1d4 points on a successful check against DC 15. in Star Wars, the number of points healed is on a scale; the more successful the check, the more points are healed

Really? Even if i have 100 hp and only down to 96? hrm... i was under the impression that hp were a "representation" of the totality of health of an individual.. ie. under the above situation the 96hp guy isn't even scratched.. or in other words "Hit points dont = a set amount of real wounding."

surgery would imply otherwise, unless surgery merely a representation of "healing" hitpoints?

grr.. either way ?

joe b.
 

i guess i should've been more specific about d20 Modern:

Surgery
Prerequisite: Treat Injury 4 ranks.
Benefit: The character can use the Treat Injury skill to perform surgery without penalty.


Surgery (DC 20): With a surgery kit, a character can conduct field surgery. This application of the Treat Injury skill carries a -4 penalty, which can be negated with the Surgery feat. Surgery requires 1d4 hours; if the patient is at negative hit points, add an additional hour for every point below 0 the patient has fallen.
Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s full normal total of hit points) with a successful skill check. Surgery can only be used successfully on a character once in a 24-hour period.
A character who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.


any character can do the basic Restore Hit Points for 1d4 hp, i was just trying to make an example of how IndyPendant's post could work

[edit - and the SW Surgery is meant for Wound Points, IIRC]
 
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Well, I wasn't too interested in strict adherence to reality--I wouldn't be GMing DND 3e if so:)--and one minute is about the baseline I want. I don't want the players to be spending forever just healing from the combats that are central to most DND campaigns.

However, I do like the idea of requiring a feat to use First Aid, and may incorporate that. It even has a precedent in Wilderness Lore and Tracking. Thanks, Mr Fidgit.

Anyone else? Opinions? Comments? Suggestions?
 

Oddly enough, I was thinking of something vaguely similar for my campaign - it's very low magic, no clerics, and everyone is playing a Rogue, so I've been thinking of ways to use the Heal skill to regain hp...

What about something a little simpler and quicker?

Stabilise dying ally: DC 15, as described in PHB.
Treat Caltrop Wound: DC 15, as described in PHB.
Treat Poison: DC 15, as described in PHB
Bind Wounds: DC 15, can only be performed on stabilised or conscious ally; heals D4+WIS hp.

Without a Healer kit all checks suffer -2; A Masterwork kit gives a +2 bonus.

If an ally is at negative hp, the amount of negative hp increases the DC of the Bind Wound check (ie. an ally at -3hp requires a DC 18 check to heal)...
 

Hmm, I'm running a game without clerics and rules like these could be helpful, although (realism rearing its ugly head) I'd probably want something that required a few hours of bedrest (8 hours/overnight?) to kick in.
 

Oh, one other thing - it seems odd that Constitution has no bearing on the rate at which characters recover through healing. I'm considering adding a rule that the Con modifier (positive or negative!) of a patient is applied to all healing checks on them.
 

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