Heal (the skill, not the spell)

Witch Doctor

First Post
Ok, for an upcoming campaign, I plan on introducing a couple house rules on skills (lower-magic campaign).

One of them is Heal. Now, magical healing isn't as prevelant as it could be in most campaigns, so for a fix, I was gonna do this:

At a DC 25, a character can heal a person of 1d4 points of damage. This takes 2 minutes and one charge from a healer's kit. You can take 10 on this check, but extends the time to 30 minutes.

well? questions? comments? concerns?

:: Editted for spelling
 
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Taking 10 does not represent taking your time to do as good a job as possible. That's taking 20. Taking 10 represents how, when not being rushed or threatened, how well you do at a task tends not to be as variable as it might otherwise be.

Assuming you mean you can take 20 on the check, a DC of 25 seems fine. Otherwise healing becomes something only possible for high-level characters.

You might also want to allow the amount of damage healed to vary according to the die roll. You do well on the roll, you heal more damage.
 

hmm, good point, so take 20 = 30 minutes and 1d4 healed

also, as a side not, should I make it scaled, meaning higher check = more healed?
 

Maybe one die closest to your level, or less? 1D6 at 7th level, etc?

Also, Profession: Herbalist should allow for some herbal remedies (higher DCs to make better cures). These generally work only on certain types of injuries; wounds, burns, poisons, certain diseases, etc.
 

In a low magic world where healing is needed you could consider also some house rules for herbalism (some of them have been discussed on this boards in the last months)
 

I'd say that you can only heal a fresh wound--no restoring HP 3 weeks after the fact. Maybe, within half an hour or an hour?

I'd also let a very high check heal additional HP. Perhaps, the base DC is 25, to heal 1d4 damage. Eeach additional 5 points that you get on the check increases the die by one step (30 is a d6, 35 is a d8, 40 is a d10, etc.) to a max of d12 at 45.
 

If someone is taking 20 it should take 20x longer, thus 40 minutes. :)

The rule I'm using is DC 15, healing 1 hp/level of the recipient, only up to the amount of wounds recently received. (i.e. in the last battle, trap, etc) The healer gets a synergy modifier to the roll equal to the recipient's Con modifier.

If you go with a d4, higher-level characters aren't going to be as "healable", although their healing from best rest does scale with level.
 
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here's another, pertaining to "equipment" which gets into the herbalism rules. I really don't know what I'm doing here as you can probably tell. I also got some ideas from Cyberzombie's article in EN World Player's Journal.
 

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I love the equipment, also might use some of the special rules for diseases and hebalism and such.

For the actual Heal skill I came up with this:

DC 20: Heal 1d6 HP, 2 minutes, needs a use of a Healer's Kit. Can take 20 but takes 30 minutes for Heal check.

DC +10: add +1d6 for the healing.

Was wondering if anyone has done something similar to this and does it scale well, or over/under-balanced?
 

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