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The Society of 3.5 Revisionists
New use for the Heal skill
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<blockquote data-quote="Hawken" data-source="post: 4546981" data-attributes="member: 23619"><p>The only problem with that is nonlethal damage heals fairly quickly, too fast to really bother with this. Making this a 1/day thing, makes it useful without overshadowing magical healing or other exceptional sources. Or you could make it where you heal 1hp/hd for D4, 2hp/hd for d6 and d8 and maybe 3hp/hd for d10 and d12 HD--that keeps the healing limited to 1/4 or 1/3 of total HP. Again, very useful, but not seriously powerful.</p><p></p><p>You do have a good idea though about conditions. A Heal check should be able to reduce or (at least temporarily) eliminate effects such as Fatigued, Sickened, Unconscious, Dazed, etc. </p><p></p><p>Here's another suggested use:</p><p>REVITALIZE: With a DC 15 Heal check, the target is given temporary relief from ability drain. For 10 minutes, the target ignores the loss of 2 points to one ability score, increase the value by 1 per 5 points over the DC. So a DC 25 check would allow the patient to ignore a Strength loss of 4 points; if his Str was drained to 16 from 20, he could act as if he still had a 20 Str for 10 minutes. Each additional time per day this is done, the DC increases by 3 and if the check fails, the patient becomes fatigued.</p><p></p><p>This is long enough to handle a fight, but not long enough to do much more than that. I'm proposing this as an alternative to having to run off and get a Restoration. </p><p></p><p>Actually its not too epic at all. CPR is a basic example that doesn't even require 'ranks' in Heal when a 30 min class can show anyone how to do it. Requiring a Healer's Kit for its use means that a combination of drugs could be used to help facilitate the revival. It takes more than a minute without oxygen for brain death to start setting in, so no real limit needs to be imposed beyond the healer having enough ranks to pull off the check. </p><p></p><p>Knight, your suggestion is interesting but its not practical at all in combat. A minute in real life is not long at all, but in combat rounds of 6 seconds, its too long to be of practical use except during post encounter recovery. Slap a poultice on the wound, bandage them up and send 'em on their way!</p></blockquote><p></p>
[QUOTE="Hawken, post: 4546981, member: 23619"] The only problem with that is nonlethal damage heals fairly quickly, too fast to really bother with this. Making this a 1/day thing, makes it useful without overshadowing magical healing or other exceptional sources. Or you could make it where you heal 1hp/hd for D4, 2hp/hd for d6 and d8 and maybe 3hp/hd for d10 and d12 HD--that keeps the healing limited to 1/4 or 1/3 of total HP. Again, very useful, but not seriously powerful. You do have a good idea though about conditions. A Heal check should be able to reduce or (at least temporarily) eliminate effects such as Fatigued, Sickened, Unconscious, Dazed, etc. Here's another suggested use: REVITALIZE: With a DC 15 Heal check, the target is given temporary relief from ability drain. For 10 minutes, the target ignores the loss of 2 points to one ability score, increase the value by 1 per 5 points over the DC. So a DC 25 check would allow the patient to ignore a Strength loss of 4 points; if his Str was drained to 16 from 20, he could act as if he still had a 20 Str for 10 minutes. Each additional time per day this is done, the DC increases by 3 and if the check fails, the patient becomes fatigued. This is long enough to handle a fight, but not long enough to do much more than that. I'm proposing this as an alternative to having to run off and get a Restoration. Actually its not too epic at all. CPR is a basic example that doesn't even require 'ranks' in Heal when a 30 min class can show anyone how to do it. Requiring a Healer's Kit for its use means that a combination of drugs could be used to help facilitate the revival. It takes more than a minute without oxygen for brain death to start setting in, so no real limit needs to be imposed beyond the healer having enough ranks to pull off the check. Knight, your suggestion is interesting but its not practical at all in combat. A minute in real life is not long at all, but in combat rounds of 6 seconds, its too long to be of practical use except during post encounter recovery. Slap a poultice on the wound, bandage them up and send 'em on their way! [/QUOTE]
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New use for the Heal skill
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