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*Pathfinder & Starfinder
Expanded use of healing skill
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<blockquote data-quote="Thia Halmades" data-source="post: 2696677" data-attributes="member: 35863"><p>Good morning. I hope someone warned you I'm dangerous before coffee.</p><p></p><p>So we're talking two separate columns; a normal HP loss column, and a separate tally of how many times you were actually "hit" and took damage, and that's a wound. But other than being marked at the same time, the two are unrelated, yes?</p><p></p><p>The system hinges on keeping track of wounds. A lot of people are frustrated with the superman aspect of D&D (I have 1hp - I hit him over the head with a hammer and drink of Potion of Heal.) If anything, this sounds like a great first step towards fixing that problem, and limiting the total number of wounds people can take before they fall over. But that would be a separate thread.</p><p></p><p></p><p></p><p>So let's say in an average fight a PC is hit five times; you're saying that with a standard success, they heal 5 HP, and with a good success, 7, and a minimal failure, 2, yes?</p><p></p><p>Why can't the user take 20? The rules say that you are 'effectively' taking 20 rounds because on average, that's how long it will take you to roll 20. Why couldn't the same rule apply here? They aren't making 20 attempts, simply being extremely careful and taking extra care of the wound. It wouldn't be hard to go around the table (for the healer) and take 20 on everyone, giving them back X amount of HP from their last fight.</p><p></p><p></p><p></p><p>This makes sense to me.</p><p></p><p></p><p></p><p>I wouldn't've thought of this; this is clever & makes sense to me.</p><p></p><p>Are you leaving the long term care, disease, etc. rules intact? If they get a 10+ would it triple the healing rate instead of doubling it? (3x Level?)</p><p></p><p>Other things: I would rule that a healer can be assisted, which adds two to their check if their associate succeeds (Aid Another) but additional attempts should probably follow the set rules -</p><p></p><p></p><p></p><p>Good morning.</p></blockquote><p></p>
[QUOTE="Thia Halmades, post: 2696677, member: 35863"] Good morning. I hope someone warned you I'm dangerous before coffee. So we're talking two separate columns; a normal HP loss column, and a separate tally of how many times you were actually "hit" and took damage, and that's a wound. But other than being marked at the same time, the two are unrelated, yes? The system hinges on keeping track of wounds. A lot of people are frustrated with the superman aspect of D&D (I have 1hp - I hit him over the head with a hammer and drink of Potion of Heal.) If anything, this sounds like a great first step towards fixing that problem, and limiting the total number of wounds people can take before they fall over. But that would be a separate thread. So let's say in an average fight a PC is hit five times; you're saying that with a standard success, they heal 5 HP, and with a good success, 7, and a minimal failure, 2, yes? Why can't the user take 20? The rules say that you are 'effectively' taking 20 rounds because on average, that's how long it will take you to roll 20. Why couldn't the same rule apply here? They aren't making 20 attempts, simply being extremely careful and taking extra care of the wound. It wouldn't be hard to go around the table (for the healer) and take 20 on everyone, giving them back X amount of HP from their last fight. This makes sense to me. I wouldn't've thought of this; this is clever & makes sense to me. Are you leaving the long term care, disease, etc. rules intact? If they get a 10+ would it triple the healing rate instead of doubling it? (3x Level?) Other things: I would rule that a healer can be assisted, which adds two to their check if their associate succeeds (Aid Another) but additional attempts should probably follow the set rules - Good morning. [/QUOTE]
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Expanded use of healing skill
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