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General Tabletop Discussion
*Pathfinder & Starfinder
Healing Option
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<blockquote data-quote="scholz" data-source="post: 3383085" data-attributes="member: 10028"><p>In order to de-emphasis the Magical Healing, but not eliminate it. And to make the Healing Skill more useful, especially at higher ranks, I am considering making it more useful. </p><p></p><p><strong>HEALING </strong>: In addition to its other uses, a person with ranks of Healing can:</p><p><strong>Stabilize </strong>- Rename existing ability "First Aid" to "Stabilize". </p><p><strong>First Aid</strong> DC15 : Time 1 Minute. A healer can tend the wounds of a injured person immediately after injury or wound (within 10 minutes). The Healer makes a Heal Check. A successful check indicates that 1 HP damage plus 1 per 5 the DC is exceeded is transformed into non-lethal damage. First Aid can only be performed once per injury (or combat). </p><p style="margin-left: 20px">Ex. A Healer with 10 ranks of Healing and +3 Wisdom bonus (+13) applies first aid to an ally injured in a battle for 12hps damage. He rolls a 14+13=27 thus transforming (15+20+25) = 3 HPS damage to 3 non-lethal damage. That damage heals normally (1/level/hour). The ally is now down 9 HPS normal damage, and 3 non lethal. </p><p><strong>Special:</strong> First Aid can be tried again (even if successful), but each additional retry is non-cumulative only the best roll is taken. Trying again take 1 additional minute beyond the previous (2 minutes for 2nd attempt, 3 minutes for the 3rd attempt, 4 minutes for the 4th (no 5th attempt possible since four attempts take 10 minutes). And retries must be made immediately after the previous. You can take 10 on a Heal Check for First Aid, but cannot take 20 (since all healing must take place in 10 minutes from point of injury). </p><p></p><p>My thought is that this does add some accounting, but more people can contribute to the healing, and that this might be useful at both low level, and high level. Converting Lethal to Non-Lethal is a good compromise, because the healing doesn't just put the character back to norm, but it does give them a buffer. The idea of the retry means that a healer can dedicate his efforts on an individual, but doing so may mean ignoring another injured party.</p></blockquote><p></p>
[QUOTE="scholz, post: 3383085, member: 10028"] In order to de-emphasis the Magical Healing, but not eliminate it. And to make the Healing Skill more useful, especially at higher ranks, I am considering making it more useful. [B]HEALING [/B]: In addition to its other uses, a person with ranks of Healing can: [B]Stabilize [/B]- Rename existing ability "First Aid" to "Stabilize". [B]First Aid[/B] DC15 : Time 1 Minute. A healer can tend the wounds of a injured person immediately after injury or wound (within 10 minutes). The Healer makes a Heal Check. A successful check indicates that 1 HP damage plus 1 per 5 the DC is exceeded is transformed into non-lethal damage. First Aid can only be performed once per injury (or combat). [INDENT]Ex. A Healer with 10 ranks of Healing and +3 Wisdom bonus (+13) applies first aid to an ally injured in a battle for 12hps damage. He rolls a 14+13=27 thus transforming (15+20+25) = 3 HPS damage to 3 non-lethal damage. That damage heals normally (1/level/hour). The ally is now down 9 HPS normal damage, and 3 non lethal. [/INDENT] [B]Special:[/B] First Aid can be tried again (even if successful), but each additional retry is non-cumulative only the best roll is taken. Trying again take 1 additional minute beyond the previous (2 minutes for 2nd attempt, 3 minutes for the 3rd attempt, 4 minutes for the 4th (no 5th attempt possible since four attempts take 10 minutes). And retries must be made immediately after the previous. You can take 10 on a Heal Check for First Aid, but cannot take 20 (since all healing must take place in 10 minutes from point of injury). My thought is that this does add some accounting, but more people can contribute to the healing, and that this might be useful at both low level, and high level. Converting Lethal to Non-Lethal is a good compromise, because the healing doesn't just put the character back to norm, but it does give them a buffer. The idea of the retry means that a healer can dedicate his efforts on an individual, but doing so may mean ignoring another injured party. [/QUOTE]
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