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More house rules for heal checks
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<blockquote data-quote="Pielorinho" data-source="post: 3203819" data-attributes="member: 259"><p>As <strong>CRGreathouse</strong> said, hit points refer in part to actual damage and in part to ability to deflect damage--at least, that's how I tend to think of it.</p><p></p><p></p><p>What I was describing would make the healer's skill the determining factor in the percentage of HP that the patient recovers. It would take a healer 3 days to heal an unconscious mage or an unconscious fighter, roughly speaking, instead of taking a lot less time to heal the unconscious mage with 8 Con than it took to heal the unconscious barbarian with 20 con.</p><p></p><p>It would work very similarly to the system you described, something like this:</p><p></p><p>DC 20: Converts 1 hd +con</p><p>For every 5 points by which this DC is exceeded, one more HD+con of lethal damage are converted into nonlethal damage.</p><p></p><p>Your average first level character with medic might have a total of +9 on their roll (4 ranks +3 wis +2 heal kit), meaning they'd need to spend 5-10 GP to heal someone as much as they could (i.e., 4 ranks worth).</p><p></p><p>Your average 7th level PC with greater medic might have a total of +16 on their roll (10 ranks +4 wis +2 kit), meaning they could take 10 to heal someone 2HD+2xcon. For clerics, rangers, monks, fighters, paladins, and barbarians, this is pretty likely to get them close to their max. A second taking 10 would get them to their max (i.e., cure them 20 HP). Rogues, bards, sorcerers, and wizards would probably need additional rolls.</p><p></p><p>Hmm. I just realized two things:</p><p>1) My suggestion puts a greater emphasis on the max HP cured per day, whereas yours doesn't. Maybe mine's not such a good idea after all!</p><p>2) If I'm reading your rules correctly, it'd probably be much better for a healer always to take 10. At 7th level, the healer I described could reliably take 10 to heal people under your system for 3d6 points of damage, and max out at 5d6 (nat 20+16=36), which will cure slightly less on average than the maximum of 20 points. So the healer will almost always need to make two rolls & spend 10 gold to cure someone the full 20 points; they may as well take 10 both times.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 3203819, member: 259"] As [b]CRGreathouse[/b] said, hit points refer in part to actual damage and in part to ability to deflect damage--at least, that's how I tend to think of it. What I was describing would make the healer's skill the determining factor in the percentage of HP that the patient recovers. It would take a healer 3 days to heal an unconscious mage or an unconscious fighter, roughly speaking, instead of taking a lot less time to heal the unconscious mage with 8 Con than it took to heal the unconscious barbarian with 20 con. It would work very similarly to the system you described, something like this: DC 20: Converts 1 hd +con For every 5 points by which this DC is exceeded, one more HD+con of lethal damage are converted into nonlethal damage. Your average first level character with medic might have a total of +9 on their roll (4 ranks +3 wis +2 heal kit), meaning they'd need to spend 5-10 GP to heal someone as much as they could (i.e., 4 ranks worth). Your average 7th level PC with greater medic might have a total of +16 on their roll (10 ranks +4 wis +2 kit), meaning they could take 10 to heal someone 2HD+2xcon. For clerics, rangers, monks, fighters, paladins, and barbarians, this is pretty likely to get them close to their max. A second taking 10 would get them to their max (i.e., cure them 20 HP). Rogues, bards, sorcerers, and wizards would probably need additional rolls. Hmm. I just realized two things: 1) My suggestion puts a greater emphasis on the max HP cured per day, whereas yours doesn't. Maybe mine's not such a good idea after all! 2) If I'm reading your rules correctly, it'd probably be much better for a healer always to take 10. At 7th level, the healer I described could reliably take 10 to heal people under your system for 3d6 points of damage, and max out at 5d6 (nat 20+16=36), which will cure slightly less on average than the maximum of 20 points. So the healer will almost always need to make two rolls & spend 10 gold to cure someone the full 20 points; they may as well take 10 both times. Daniel [/QUOTE]
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