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Medicine Checks
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<blockquote data-quote="Ashrym" data-source="post: 7851539" data-attributes="member: 6750235"><p>There's no such thing as unhelpful brainstorming. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I also don't think treating exhaustion is actually a house rule, either. Treating hypothermia, heatstroke, or exhaustion are things first aid covers. It's one of those things where survival might prevent hypothermia but medicine helps someone who has already gotten hypothermia.</p><p></p><p>Those are things a person would seek medical care for. Any actual overlap can use different DC's where one skill works better than the other.</p><p></p><p>I'm hoping to avoid house rules but if one catches my interest I might anyway, or others.</p><p></p><p>The exhaustion example is actual an example of "I try this activity" and the DM selects the skill and DC, and possibly fleshes out expectations. That's the current system WAI. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I like a higher DC to wake up an unconscious character too. </p><p></p><p></p><p></p><p></p><p>We don't have different ways of playing, lol. You have some kind obsession with not wanting to simply write down examples of skill checks. The difference in those terms is also only proficiency because those proficiencies are listed under "skills".</p><p></p><p>If Bob the cleric told you the DM he treats Cher the barbarian for exhaustion would you set a medicine DC and what would it be? Writing that action down on paper with the DC has nothing to do with labelling the acrion or how to play the game.</p><p></p><p>Write down some examples of actions players took in your games that you called for medicine and the DC you gave. Then write down some examples of actions you took as a player and the DM requested a medicine and the DC he or she gave. Then brainstorm some hypothetical actions you might try as a character or a player might try that you might hypothetically see or give a medicine check with the hypothetical DC and write those examples down.</p><p></p><p>How hard is it to write down examples and DC's? How does writing them down in advance change anything when you place a current against which to swim, a trap to find and disarm, a wall to climb, or a door to force open? If I asked you for ideas on new traps and the DC's for them would you argue it's impossible to design new traps because the player needs to initiate an action and then the DM needs to determine the DC on that action? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I am asking dor examples, actual or hypothetical. Surely your roleplaying experience has something. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Ashrym, post: 7851539, member: 6750235"] There's no such thing as unhelpful brainstorming. ;) I also don't think treating exhaustion is actually a house rule, either. Treating hypothermia, heatstroke, or exhaustion are things first aid covers. It's one of those things where survival might prevent hypothermia but medicine helps someone who has already gotten hypothermia. Those are things a person would seek medical care for. Any actual overlap can use different DC's where one skill works better than the other. I'm hoping to avoid house rules but if one catches my interest I might anyway, or others. The exhaustion example is actual an example of "I try this activity" and the DM selects the skill and DC, and possibly fleshes out expectations. That's the current system WAI. ;) I like a higher DC to wake up an unconscious character too. We don't have different ways of playing, lol. You have some kind obsession with not wanting to simply write down examples of skill checks. The difference in those terms is also only proficiency because those proficiencies are listed under "skills". If Bob the cleric told you the DM he treats Cher the barbarian for exhaustion would you set a medicine DC and what would it be? Writing that action down on paper with the DC has nothing to do with labelling the acrion or how to play the game. Write down some examples of actions players took in your games that you called for medicine and the DC you gave. Then write down some examples of actions you took as a player and the DM requested a medicine and the DC he or she gave. Then brainstorm some hypothetical actions you might try as a character or a player might try that you might hypothetically see or give a medicine check with the hypothetical DC and write those examples down. How hard is it to write down examples and DC's? How does writing them down in advance change anything when you place a current against which to swim, a trap to find and disarm, a wall to climb, or a door to force open? If I asked you for ideas on new traps and the DC's for them would you argue it's impossible to design new traps because the player needs to initiate an action and then the DM needs to determine the DC on that action? ;) I am asking dor examples, actual or hypothetical. Surely your roleplaying experience has something. ;) [/QUOTE]
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