Heal Skill - Minor tweak question

Dayspire

Explorer
I'm thinking about making a minor tweak to the Heal skill, and I'd like to hear from anyone who thinks this might be a bad idea (and why).

Basically, I'd like for the skill to give back a minor bit of hit points. I'm thinking 1d3 hp per level converted over to subdual, and it requires some type of prepared bandage or herbal concoction. But A) too much or not enough? and B) what DC to set that at?

I'm just looking for a minor change here, so that the heal skill... well... heals.

If it matters, I'm DMing in an Arcana Unearthed game, so there aren't clerics (but healing is still available, just slightly less so than standard 3.5).
 

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I'm assuming you mean using Heal in the field (or middle of battle).
From my experience in first aid (through scouting), healing damage in a couple of seconds isn't really possible. You can stop someone from taking further damage, but you can't remove any damage already there. However, as this is D&D(...) I would think 1d3 Hp at DC 20 would work (1d4 if beat DC by 10 or more).
 


Yeah, maybe something like...

To 'heal' d3 hp
DC 10 +5/1hp.

Where 'heal' could be 'convert real damage to subdual damage'.

So with a check of 10, you 'heal' d3 hp, with a check of 15 you 'heal' d3+1, etc.
 

I've seen this kind of thing with the Heal skill. However, you will need to limit how often this can be done. If you allow for a single check per patient at the end of each combat in which they take damage, it's more fair. You can argue that you're not really "healing" 1d3 or 1d4 damage, but instead "preventing further effects of wounds" (by converting from lethal to subdual damage). That's the nice thing about an abstract damage system :)
 
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genshou said:
I've seen this kind of thing with the Heal skill. However, you will need to limit how often this can be done. If you allow for a single check per patient at the end of each combat in which they take damage, it's more fair. You can argue that you're not really "healing" 1d3 or 1d4 damage, but instead "preventing further effects of wounds" (by converting from lehtal to subdual damage). That's the nice thing about an abstract damage system :)

I find this is the best way to limit it.

Once per wound or once per combat.

I'd say a good rate would be 1d3 at say a base DC of 15 (same as first aid), +1 per additional 5 you beat the DC by.
 

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