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How should 5E handle healing?
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<blockquote data-quote="Minigiant" data-source="post: 5820347" data-attributes="member: 63508"><p>It takes days, if not weeks to regain hit points by resting. <strong>Rest should take a long time to heal hit point damage</strong></p><p></p><p>The Heal skill is very effective, but only out of combat.</p><p> <strong>Mundane medical skill has even street related already that in combat healing would be impossible </strong> </p><p></p><p>The Heal skill is effective, even in combat. </p><p> <strong>No. Unless you are a deity, you can't perform surgery while stitching up cuts.</strong> </p><p></p><p>Non-spellcasters can grant temporary hp, but not heal in combat. </p><p> <strong>This is how I prefer them to do the warlord. The warlord keep his allies going with a bloodpumping speech that gain a surge of adrenaline. Once the battle is done, they can stitch up cuts to heal real damage</strong> </p><p></p><p>Divine spellcasters are the best at healing. </p><p> <strong>Yes</strong> </p><p></p><p>No healing spells for arcane casters. </p><p> <strong>Yes</strong> </p><p></p><p>Healer / leader / support classes can be of all flavors, not just divine.</p><p> <strong>Yes. They are different flavors AND heal differently. Warlords grant THPs and heal injuries after combat. Bards grant Those through songs or Ups through magic. Druids heal like clerics but to a lesser effect or use their specialty of HP regeneration. </strong> </p><p></p><p> Classes can have self-healing powers, regardless of flavor. Each character has an ability similar to Second Wind. </p><p></p><p> <strong>No. Although I DO want this. It is a dealbreaker to to many to be core. Make it a Module.</strong> </p><p>5E should use Healing Surges or a similar mechanic.</p><p></p><p> <strong>Like but dealbreaker to too many. Module.</strong> </p><p></p><p>Healing potions and similar items should be easy to obtain. </p><p></p><p> <strong>No. Just no. If the DM was to help out his healerless party, Fine. But Not In Core. </strong></p><p><strong></strong></p><p><strong>Although I have no problem with potions needed mundane ingredients so a rogue or fighter can take an alchemist theme and make a dozen potions while in town.</strong></p></blockquote><p></p>
[QUOTE="Minigiant, post: 5820347, member: 63508"] It takes days, if not weeks to regain hit points by resting. [B]Rest should take a long time to heal hit point damage[/b] The Heal skill is very effective, but only out of combat. [B]Mundane medical skill has even street related already that in combat healing would be impossible [/b] The Heal skill is effective, even in combat. [B]No. Unless you are a deity, you can't perform surgery while stitching up cuts.[/b] Non-spellcasters can grant temporary hp, but not heal in combat. [B]This is how I prefer them to do the warlord. The warlord keep his allies going with a bloodpumping speech that gain a surge of adrenaline. Once the battle is done, they can stitch up cuts to heal real damage[/b] Divine spellcasters are the best at healing. [B]Yes[/b] No healing spells for arcane casters. [B]Yes[/b] Healer / leader / support classes can be of all flavors, not just divine. [B]Yes. They are different flavors AND heal differently. Warlords grant THPs and heal injuries after combat. Bards grant Those through songs or Ups through magic. Druids heal like clerics but to a lesser effect or use their specialty of HP regeneration. [/b] Classes can have self-healing powers, regardless of flavor. Each character has an ability similar to Second Wind. [B]No. Although I DO want this. It is a dealbreaker to to many to be core. Make it a Module.[/b] 5E should use Healing Surges or a similar mechanic. [B]Like but dealbreaker to too many. Module.[/b] Healing potions and similar items should be easy to obtain. [B]No. Just no. If the DM was to help out his healerless party, Fine. But Not In Core. Although I have no problem with potions needed mundane ingredients so a rogue or fighter can take an alchemist theme and make a dozen potions while in town.[/b] [/QUOTE]
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