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*Pathfinder & Starfinder
More house rules for heal checks
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<blockquote data-quote="GreatLemur" data-source="post: 3202169" data-attributes="member: 28553"><p>I think subdual damage is a great idea, here. In fact, in order to keep magical healing on top, and to keep a distinct flavor for mundane healing, maybe the Heal skill should <em>always</em> just convert lethal damage into nonlethal, rather than actually healing any. It makes sense in terms of both flavor and logic--the wounds are stitched up, but the flesh is still damaged and the body is still shocked, drained, aching, and most importantly <em>in need of rest</em>--and I think that then it would actually be possible to get away with healing (well, nonlethalizing) based on the patient's level.</p><p></p><p>So let's a 10th-level Fighter with 85 HP gets taken down to 0, and the party medic goes to work on him, converting 1d6 per patient HD into nonlethal damage. He'll get an average of 35, so the Fighter is still at 0 HP, but 35 of that is only nonlethal damage. He can then rest up for just four hours to recover all of that nonlethal damage (at 1 point per HD per hour), and be at 35 HP. He's basically ready to go again--cautiously--without spending the night in the dungeon or using magical healing (but you know he's wishing there was a Cleric in the party all the same).</p><p></p><p>On the other hand, if it was a 10th level Wizard with about 33 HP that got his ass kicked, that 1d6 points per HD of lethal-to-nonlethal conversion would have him perfectly healthy after four hours. Hmm. Basically, this would be really great used on folks with d6 or worse hit dice, which is pretty weird. But then that's pretty much par for the course with the hit point system. So I dunno. I really like the idea of just converting lethal damage instead of healing it, though.</p></blockquote><p></p>
[QUOTE="GreatLemur, post: 3202169, member: 28553"] I think subdual damage is a great idea, here. In fact, in order to keep magical healing on top, and to keep a distinct flavor for mundane healing, maybe the Heal skill should [i]always[/i] just convert lethal damage into nonlethal, rather than actually healing any. It makes sense in terms of both flavor and logic--the wounds are stitched up, but the flesh is still damaged and the body is still shocked, drained, aching, and most importantly [i]in need of rest[/i]--and I think that then it would actually be possible to get away with healing (well, nonlethalizing) based on the patient's level. So let's a 10th-level Fighter with 85 HP gets taken down to 0, and the party medic goes to work on him, converting 1d6 per patient HD into nonlethal damage. He'll get an average of 35, so the Fighter is still at 0 HP, but 35 of that is only nonlethal damage. He can then rest up for just four hours to recover all of that nonlethal damage (at 1 point per HD per hour), and be at 35 HP. He's basically ready to go again--cautiously--without spending the night in the dungeon or using magical healing (but you know he's wishing there was a Cleric in the party all the same). On the other hand, if it was a 10th level Wizard with about 33 HP that got his ass kicked, that 1d6 points per HD of lethal-to-nonlethal conversion would have him perfectly healthy after four hours. Hmm. Basically, this would be really great used on folks with d6 or worse hit dice, which is pretty weird. But then that's pretty much par for the course with the hit point system. So I dunno. I really like the idea of just converting lethal damage instead of healing it, though. [/QUOTE]
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