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<blockquote data-quote="LoneWolf23" data-source="post: 341219" data-attributes="member: 643"><p>Has anyone here done some work on how to handle medicine in fantasy settings, beyond use of the Heal skill and Cure spells?</p><p></p><p>For exemple, would it be possible to use Heal to deal with other debilitating ailments, such as a Ghoul or Rast's Paralyzing touch, or a Delver's Corrosive Slime? If it's possible to Heal a caltrop wound to restore mobility, perhaps some medicines can treat those other ailments.</p><p></p><p>For that matter, how are Healers handled in your campaign? Adepts, Clerics, Druids, Paladins and Rangers all have the Heal skill, but they're not all the same. Druids and Rangers most likely concentrate on the "Herbalism" approach to Healing, treating medicines as cures from nature (or the Goddess, for pagans) to deal with ailments, while Clerics and Paladins consider their healing skills gift from the heavens to cure the worshippers. Adepts most likely take a middle path between the two extremes.</p><p></p><p>And what of Cure Spells? Are they simply "miracle cures", or do the casters use material components for those spells? Perhaps you use <em>Masters of the Wild</em>'s rules for Infusions (using treated herbs to store a divine spell like a scroll), with healers storing Cure spells for future use inside herb pouches.</p><p></p><p>Well, those are my thoughts. What are yours?</p></blockquote><p></p>
[QUOTE="LoneWolf23, post: 341219, member: 643"] Has anyone here done some work on how to handle medicine in fantasy settings, beyond use of the Heal skill and Cure spells? For exemple, would it be possible to use Heal to deal with other debilitating ailments, such as a Ghoul or Rast's Paralyzing touch, or a Delver's Corrosive Slime? If it's possible to Heal a caltrop wound to restore mobility, perhaps some medicines can treat those other ailments. For that matter, how are Healers handled in your campaign? Adepts, Clerics, Druids, Paladins and Rangers all have the Heal skill, but they're not all the same. Druids and Rangers most likely concentrate on the "Herbalism" approach to Healing, treating medicines as cures from nature (or the Goddess, for pagans) to deal with ailments, while Clerics and Paladins consider their healing skills gift from the heavens to cure the worshippers. Adepts most likely take a middle path between the two extremes. And what of Cure Spells? Are they simply "miracle cures", or do the casters use material components for those spells? Perhaps you use [I]Masters of the Wild[/I]'s rules for Infusions (using treated herbs to store a divine spell like a scroll), with healers storing Cure spells for future use inside herb pouches. Well, those are my thoughts. What are yours? [/QUOTE]
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