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General Tabletop Discussion
*Dungeons & Dragons
Magical Healer's Kit
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<blockquote data-quote="Fanaelialae" data-source="post: 7077087" data-attributes="member: 53980"><p>In my next campaign, I'm planning on trying out the following house rule (we used to use a very similar house rule back in 2e / 3e).</p><p></p><p>A character can take 1 minute of time and 1 use of a healer's kit to treat wounds. That character rolls a Medicine check and restores 1 hp to the target if the check beats DC 10, + 1 additional hp for every 5 points the check is over 10 (so if your check is a 20, you restore 3 hp). A character trained in Medicine, but without a healer's kit, can restore 1 hp with a DC 15 medicine check, but no more than that. A creature must take a short or long rest before benefiting from this healing again.</p><p></p><p>It's a very minuscule amount of healing compared to something like the Healer feat, but every little bit counts. The medicine skill isn't the best skill in 5e by a long shot, so giving it a little actual healing potential isn't likely to hurt anything in my opinion. As it takes a minute to perform, it's useless in combat.</p><p></p><p>However, I wouldn't under estimate the difference between an auto-success and having to roll, unless your Medicine bonus is 9+. For a character who's failed one or two death saves, having a 100% chance of stabilization is way better than anything less. My characters usually carry one. Well worth the 5 gp.</p><p></p><p>With regard to your particular item, I would personally add a once per short rest limitation. Otherwise it may exacerbate the whole yo-yo effect where a character drops in combat, gets back up, drops again, and is healed again, and so on. As it's currently written, the item would make your PCs much harder to kill IMO.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7077087, member: 53980"] In my next campaign, I'm planning on trying out the following house rule (we used to use a very similar house rule back in 2e / 3e). A character can take 1 minute of time and 1 use of a healer's kit to treat wounds. That character rolls a Medicine check and restores 1 hp to the target if the check beats DC 10, + 1 additional hp for every 5 points the check is over 10 (so if your check is a 20, you restore 3 hp). A character trained in Medicine, but without a healer's kit, can restore 1 hp with a DC 15 medicine check, but no more than that. A creature must take a short or long rest before benefiting from this healing again. It's a very minuscule amount of healing compared to something like the Healer feat, but every little bit counts. The medicine skill isn't the best skill in 5e by a long shot, so giving it a little actual healing potential isn't likely to hurt anything in my opinion. As it takes a minute to perform, it's useless in combat. However, I wouldn't under estimate the difference between an auto-success and having to roll, unless your Medicine bonus is 9+. For a character who's failed one or two death saves, having a 100% chance of stabilization is way better than anything less. My characters usually carry one. Well worth the 5 gp. With regard to your particular item, I would personally add a once per short rest limitation. Otherwise it may exacerbate the whole yo-yo effect where a character drops in combat, gets back up, drops again, and is healed again, and so on. As it's currently written, the item would make your PCs much harder to kill IMO. [/QUOTE]
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