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General Tabletop Discussion
*Dungeons & Dragons
Medicine Skill usefulness?
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<blockquote data-quote="badula" data-source="post: 6817094" data-attributes="member: 6669025"><p><strong>My houserule for the healing skill</strong></p><p></p><p>My players didn't like the full hp after a long rest mechanic, it broke their suspension of disbelief, so here's what i've envisioned (it still need more playtest tbh)</p><p></p><p><strong>Revisited Healing</strong></p><p> </p><p><strong>Short Rest:</strong></p><p>· A short rest Takes 30 min</p><p>· During a short rest to spend more than 1 Hit dice you need a medicine Test</p><p>· Medicine test DC 10 let’s you spend 1/3 (Rounded up) of your max Hit dice pool</p><p>· Medicine test DC 15 let’s you spend 2/3 (Rounded up) of your max Hit dice pool</p><p>· Medicine test DC 20 let’s you spend any amount of Hit dices</p><p> </p><p><strong>Long rest</strong></p><p>· Same duration</p><p>· You regain 2/3 (rounded up) of your max Hit dice pool</p><p>· You regain NO extra HP</p><p> </p><p><strong>Medicine Skill</strong></p><p>· Enables the use of Hit dices during rests</p><p>· Medicine test DC 15 Stabilizes a dyin patient</p><p>· Medicine test DC 20 Stabilizes a dyin patient and he gets 1Hp</p><p> </p><p><strong>Healer’s Kit</strong></p><p>· It gives Advantage in Medicine Tests that enable the expense of Hit Dices</p><p>· Stabilizes a dying patient with no check required ( a check with advantage is still allowed to see if you pass the DC 20 curing 1 HP)</p><p> </p><p>P.S. other uses of the skill follows the normal PHB rules (evaluate wounds, forensic investigation, disease diagnosis etc etc)</p></blockquote><p></p>
[QUOTE="badula, post: 6817094, member: 6669025"] [b]My houserule for the healing skill[/b] My players didn't like the full hp after a long rest mechanic, it broke their suspension of disbelief, so here's what i've envisioned (it still need more playtest tbh) [B]Revisited Healing[/B] [B]Short Rest:[/B] · A short rest Takes 30 min · During a short rest to spend more than 1 Hit dice you need a medicine Test · Medicine test DC 10 let’s you spend 1/3 (Rounded up) of your max Hit dice pool · Medicine test DC 15 let’s you spend 2/3 (Rounded up) of your max Hit dice pool · Medicine test DC 20 let’s you spend any amount of Hit dices [B]Long rest[/B] · Same duration · You regain 2/3 (rounded up) of your max Hit dice pool · You regain NO extra HP [B]Medicine Skill[/B] · Enables the use of Hit dices during rests · Medicine test DC 15 Stabilizes a dyin patient · Medicine test DC 20 Stabilizes a dyin patient and he gets 1Hp [B]Healer’s Kit[/B] · It gives Advantage in Medicine Tests that enable the expense of Hit Dices · Stabilizes a dying patient with no check required ( a check with advantage is still allowed to see if you pass the DC 20 curing 1 HP) P.S. other uses of the skill follows the normal PHB rules (evaluate wounds, forensic investigation, disease diagnosis etc etc) [/QUOTE]
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