Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Healing in PF2
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celtavian" data-source="post: 7995724" data-attributes="member: 5834"><p>I'll try to summarize my experience up to lvl 11:</p><p>1. Low level cleric healing sustains you or some other class with healing. You don't have a lot of hit points. You get up pretty quick and can die pretty quick.</p><p></p><p>2. Level 7 or so you start to get those Master Medicine healers. They can heal real nice with Battle Medicine in combat and get the party up out of combat fairly fast with ward medic and continuous recovery or whatever it is called.</p><p></p><p>3. Battle Medicine only works one time per day per character. I sort of picture it as some kind of stimulant pack or orc medicine like they put on Merry and Pippin. Some kind of somewhat toxic mix of chemicals that give you an adrenaline charge, but can't be applied too often.</p><p></p><p>4. We have found that combat healing is still necessary at higher levels. Monsters hit hard and can take your hit points down quickly. The adventuring day generally stops when you can't keep healing in combat. It becomes too risky to keep going even if medicine gets you up to full hit points each fight. For example, I had an enemy unleash a <em>chain lightning</em> on the PCs. We had two people critically miss their save. This took a 55 point Chain Lightning and turned it into 110 damage on two characters, then 55 on another two, with half on one, and none on another with Evasion. That's a huge spread of damage along with the melee damage they were receiving. Critically failing against higher level spells or abilities like dragon's breath can be super nasty.</p><p></p><p>5. The party can usually handle with in combat healing 3 to 5 encounters of varying levels with one boss-type creature encounter in those three to five per day in my experience. After that they are usually exhausted for in combat healing. They can get their hit points back, but if they get hit again they are in trouble.</p><p></p><p>6. They usually start off the battle with no wounded or dying condition, but those things can build up quite quickly if you play ruthlessly as I do. I hit dying creatures to make sure they stop getting up. Every creature has up to 3 attacks per round or more, so even if they drop a PC I have them hit that PC a few more times to finish them to ensure they don't get up. That can bring them very close to death requiring a good healer. If you pull punches like I did in PF1 or 5E and not hit them again, then the healing can become kind of like 5E pop-up healing or PF1 where there isn't much of an effect from being downed. If you unload on the PCs and try to kill them, you can bring them to the brink of death and put the fear in them from the wounded condition bringing them closer to death even when they healed up with magic or battle medicine or potions. It doesn't matter. If they have wounded 3 and 50 hit points, if they go down again they are dead.</p><p></p><p>The rule states you only lose the wounded condition if someone heals you with Treat Wounds which you cannot do in combat. Even Battle Medicine specifically states that it does not remove the wounded condition even if uses the same Treat Wounds DCs to heal in battle. This makes getting knocked out in battle very deadly.</p><p></p><p>That chained lightning above knocked a character down with a critical failed save, then the giants they were fighting also unloaded on the fallen character taking them from dying 2 to dying 4 requiring a breath of life spell from the cleric.</p><p></p><p>The wounded condition makes combat a lot more dangerous than it is in 5E or PF1. You get knocked down too many times in the same combat, you won't get up again.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 7995724, member: 5834"] I'll try to summarize my experience up to lvl 11: 1. Low level cleric healing sustains you or some other class with healing. You don't have a lot of hit points. You get up pretty quick and can die pretty quick. 2. Level 7 or so you start to get those Master Medicine healers. They can heal real nice with Battle Medicine in combat and get the party up out of combat fairly fast with ward medic and continuous recovery or whatever it is called. 3. Battle Medicine only works one time per day per character. I sort of picture it as some kind of stimulant pack or orc medicine like they put on Merry and Pippin. Some kind of somewhat toxic mix of chemicals that give you an adrenaline charge, but can't be applied too often. 4. We have found that combat healing is still necessary at higher levels. Monsters hit hard and can take your hit points down quickly. The adventuring day generally stops when you can't keep healing in combat. It becomes too risky to keep going even if medicine gets you up to full hit points each fight. For example, I had an enemy unleash a [I]chain lightning[/I] on the PCs. We had two people critically miss their save. This took a 55 point Chain Lightning and turned it into 110 damage on two characters, then 55 on another two, with half on one, and none on another with Evasion. That's a huge spread of damage along with the melee damage they were receiving. Critically failing against higher level spells or abilities like dragon's breath can be super nasty. 5. The party can usually handle with in combat healing 3 to 5 encounters of varying levels with one boss-type creature encounter in those three to five per day in my experience. After that they are usually exhausted for in combat healing. They can get their hit points back, but if they get hit again they are in trouble. 6. They usually start off the battle with no wounded or dying condition, but those things can build up quite quickly if you play ruthlessly as I do. I hit dying creatures to make sure they stop getting up. Every creature has up to 3 attacks per round or more, so even if they drop a PC I have them hit that PC a few more times to finish them to ensure they don't get up. That can bring them very close to death requiring a good healer. If you pull punches like I did in PF1 or 5E and not hit them again, then the healing can become kind of like 5E pop-up healing or PF1 where there isn't much of an effect from being downed. If you unload on the PCs and try to kill them, you can bring them to the brink of death and put the fear in them from the wounded condition bringing them closer to death even when they healed up with magic or battle medicine or potions. It doesn't matter. If they have wounded 3 and 50 hit points, if they go down again they are dead. The rule states you only lose the wounded condition if someone heals you with Treat Wounds which you cannot do in combat. Even Battle Medicine specifically states that it does not remove the wounded condition even if uses the same Treat Wounds DCs to heal in battle. This makes getting knocked out in battle very deadly. That chained lightning above knocked a character down with a critical failed save, then the giants they were fighting also unloaded on the fallen character taking them from dying 2 to dying 4 requiring a breath of life spell from the cleric. The wounded condition makes combat a lot more dangerous than it is in 5E or PF1. You get knocked down too many times in the same combat, you won't get up again. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Healing in PF2
Top