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*Pathfinder & Starfinder
Expanded use of healing skill
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<blockquote data-quote="General Barron" data-source="post: 2697743" data-attributes="member: 32468"><p>Thanks for the reply. Here goes my reply to your reply: <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p></p><p>Correct. You would have your standard chicken-scratch to keep track of your current HP, and then you have a separate tally to keep track of the # of times you've been damaged (wounded). Like I said, I've played with a variation of this before, and it is simple enough to keep straight (especially when the PCs know it benefits them to keep track).</p><p></p><p></p><p>Exactly. Or with the Expert Healer feat, those numbers would be 5, 10 and 14, respectively.</p><p></p><p></p><p>I'm already assuming that the healer is being careful and taking his time--not doing this during combat (perhaps I should up the required time still?). Rushed jobs should incur a a circumstance penalty of -2 or -5.</p><p></p><p>However, I'm thinking of this more along the lines of a knowledge skill: either you can figure out how to treat a character's wounds, or you can't. Hence you cannot try again, and you cannot take 20. I would think the same would apply to all uses of the heal skill (treating poison/disease, long term care, etc).</p><p></p><p>If you were allowed to take 20, players would pretty much always do that. I'd just have to up the DCs to prevent it from being too easy, and to make a point in upping your heal skill. The random factor would be entirely gone, making success based entirely off of your skill, instead of luck + skill.</p><p></p><p>Currently I'm basing my DCs off of someone taking 10 most of the time. This allows an untrained person to easily treat minor wounds (5 wounds or less), but to have to roll to treat something more major. I'm still debating whether I should make it a bit harder, and to up the base DC to 10. It all depends on the average number of wounds a character would take during a combat, which I'd appreciate input on.</p><p></p><p></p><p>Yes. The rules I posted are additions to the RAW rules; not replacements. Success by 10+ on long-term care tripling the normal heal rate would be a good idea as well.</p><p></p><p></p><p></p><p>I kind of mentioned this, although I guess I didn't make it clear enough:</p><p></p><p></p><p></p><p>As for additional attempts, you would instantly know whether you succeeded or not (you stopped the bleeding, etc), and therefore would know if another person should try to heal them or not. I'm thinking that additional attempts should take a penalty, if for no other reason than to prevent a crowd of yokels from being more effective than a trained healer.</p></blockquote><p></p>
[QUOTE="General Barron, post: 2697743, member: 32468"] Thanks for the reply. Here goes my reply to your reply: :D Correct. You would have your standard chicken-scratch to keep track of your current HP, and then you have a separate tally to keep track of the # of times you've been damaged (wounded). Like I said, I've played with a variation of this before, and it is simple enough to keep straight (especially when the PCs know it benefits them to keep track). Exactly. Or with the Expert Healer feat, those numbers would be 5, 10 and 14, respectively. I'm already assuming that the healer is being careful and taking his time--not doing this during combat (perhaps I should up the required time still?). Rushed jobs should incur a a circumstance penalty of -2 or -5. However, I'm thinking of this more along the lines of a knowledge skill: either you can figure out how to treat a character's wounds, or you can't. Hence you cannot try again, and you cannot take 20. I would think the same would apply to all uses of the heal skill (treating poison/disease, long term care, etc). If you were allowed to take 20, players would pretty much always do that. I'd just have to up the DCs to prevent it from being too easy, and to make a point in upping your heal skill. The random factor would be entirely gone, making success based entirely off of your skill, instead of luck + skill. Currently I'm basing my DCs off of someone taking 10 most of the time. This allows an untrained person to easily treat minor wounds (5 wounds or less), but to have to roll to treat something more major. I'm still debating whether I should make it a bit harder, and to up the base DC to 10. It all depends on the average number of wounds a character would take during a combat, which I'd appreciate input on. Yes. The rules I posted are additions to the RAW rules; not replacements. Success by 10+ on long-term care tripling the normal heal rate would be a good idea as well. I kind of mentioned this, although I guess I didn't make it clear enough: As for additional attempts, you would instantly know whether you succeeded or not (you stopped the bleeding, etc), and therefore would know if another person should try to heal them or not. I'm thinking that additional attempts should take a penalty, if for no other reason than to prevent a crowd of yokels from being more effective than a trained healer. [/QUOTE]
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