General Barron
First Post
Alright, here are some rules I'm pondering based on some 2nd ed stuff I used to use. The rule doesn't give the PCs any leg-up during combat, but it does extend their ability to perform longer without having to go somewhere safe and rest/heal up. These rules are especially suited to campaigns where the PC's don't have much or any magical healing, although it could work anywhere.
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This system requires that characters keep a tally of the number of separate times they take damage (called a wound from here on). Simple enough if you are already marking on a scratch-sheet anyways. Once you start taking damage, take a note of how many HPs you started with, then start taking your 'wound tally'.
Closing wounds: A character can make a heal check to 'close' a patient's wounds (essentially 1st aid), and thereby recover some HPs. The DC of this check is (5 + # of wounds character has). (Or should it be 10 + # of wounds?) If the check succeeds, the patient recovers (1 x # of wounds) HP. If the check fails by 4 or less, the character recovers (.5 x # of wounds) HP (round down, min 1). If the check succeeds by 10 or more, the character recovers (1.5 x # of wounds) HP.
A character cannot recover more damage than he had taken since he started recieving wounds.
Treating a patient in this way takes (1d4 x # of wounds) full-round actions. A character can take-10 on this roll when not under pressure.
A character can only make one attempt per patient (and therefore cannot take-20), although another healer may try as normal. (Each additional attempt by another healer takes an increasing penalty?)
Attempting to treat your own wounds is rather difficult, and imposes a -5 penalty to the character's check. Only 1 person may aid you at a time in closing wounds (either on yourself or others).
Once wounds have been closed, the wound tally starts over from 0. If wounds are left untreated for more than an hour, they become set, and are removed from the wound tally without any damage being healed.
With aid of magical healing: The use of magical healing (from a spell, potion, magic item, etc) helps in the process of closing wounds. If such a spell is used by the healer while he is closing wounds, the amount of HPs healed by the spell is added to his skill check. For example, using a 1st level CLW spell, the healer rolls 1d8+1. The result of that roll is healed, AND added to the healer's skill check. Only one single spell, item, etc can be used per check in this way.
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Feat: Expert Healer [general]
You are an expert at healing wounds.
Prerequisites: Wis 13, 6 ranks healing
Benefit: When closing wounds, you heal double the amount of damage as normal. When giving long-term care, you can treat twice as many patients at a time.
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This system requires that characters keep a tally of the number of separate times they take damage (called a wound from here on). Simple enough if you are already marking on a scratch-sheet anyways. Once you start taking damage, take a note of how many HPs you started with, then start taking your 'wound tally'.
Closing wounds: A character can make a heal check to 'close' a patient's wounds (essentially 1st aid), and thereby recover some HPs. The DC of this check is (5 + # of wounds character has). (Or should it be 10 + # of wounds?) If the check succeeds, the patient recovers (1 x # of wounds) HP. If the check fails by 4 or less, the character recovers (.5 x # of wounds) HP (round down, min 1). If the check succeeds by 10 or more, the character recovers (1.5 x # of wounds) HP.
A character cannot recover more damage than he had taken since he started recieving wounds.
Treating a patient in this way takes (1d4 x # of wounds) full-round actions. A character can take-10 on this roll when not under pressure.
A character can only make one attempt per patient (and therefore cannot take-20), although another healer may try as normal. (Each additional attempt by another healer takes an increasing penalty?)
Attempting to treat your own wounds is rather difficult, and imposes a -5 penalty to the character's check. Only 1 person may aid you at a time in closing wounds (either on yourself or others).
Once wounds have been closed, the wound tally starts over from 0. If wounds are left untreated for more than an hour, they become set, and are removed from the wound tally without any damage being healed.
With aid of magical healing: The use of magical healing (from a spell, potion, magic item, etc) helps in the process of closing wounds. If such a spell is used by the healer while he is closing wounds, the amount of HPs healed by the spell is added to his skill check. For example, using a 1st level CLW spell, the healer rolls 1d8+1. The result of that roll is healed, AND added to the healer's skill check. Only one single spell, item, etc can be used per check in this way.
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Feat: Expert Healer [general]
You are an expert at healing wounds.
Prerequisites: Wis 13, 6 ranks healing
Benefit: When closing wounds, you heal double the amount of damage as normal. When giving long-term care, you can treat twice as many patients at a time.
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