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<blockquote data-quote="Alyx Whitlow" data-source="post: 9029004" data-attributes="member: 7041717"><p>Thanks for the feedback, Inglorin:</p><p>Skills points have been removed in lieu of XP points instead, which are spent on Skills.</p><p>Mechanically, there are ways to improve you character, there are some Skills you can purchase that increase your AC, Health, stats, and boost your abilities. Practiced Expert=Bonus to a given stat, Experienced Fighter= bonus AC, Conditioned Body=more stamina, and Ive added: </p><ul> <li data-xf-list-type="ul"><strong>3 XP: Combatants Prose</strong>: You gain and additional 1D6+1 Maximum Hit Points.</li> <li data-xf-list-type="ul"><strong>5 XP: Combatants Resilience</strong>: You gain an additional 1D6+1 Maximum Hit Points. May need tweaking. Its from the "Other Skills" list</li> </ul><p>As for Healing and resting:</p><ul> <li data-xf-list-type="ul"><strong>Quick Rest: 1 to 2 Hours</strong>: A Quick Rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, making repairs, crafting, and healing wounds. While resting you can make a Heal Check to heal hit points equal to your Healing modifier. When healing injuries this way while resting you may only heal Severity 1 injuries at DC14 with a Heal check.<ul> <li data-xf-list-type="ul"><strong>Health Regeneration</strong>: During a Quick Rest you may regain Hit Points Equal to half of your Stamina Bonus, this is done through patching up wounds, eating, napping, etc.</li> </ul></li> <li data-xf-list-type="ul"><strong>Full Rest</strong>: <strong>8 Hours</strong>: While taking a Quick Rest is a nice break from the action, while out on expeditions you do still need to sleep to regain lost stamina and heal major injuries with a Severity of up to 2. You cannot heal a Severity 3 injury unless you have Field Medic. <ul> <li data-xf-list-type="ul">There are times when you are not able to take a Full Rest due to several factors, including but not limited to, being too hot or cold, out in the elements, in a dangerous area, and or, something making too much noise, fear of being attacked. This usually means that you are not Sheltered.</li> <li data-xf-list-type="ul"><strong>Health Regeneration</strong>: During a Long rest you gain (1D4 + Stamina bonus) Hit Points.</li> </ul></li> </ul><p>Rewrote the rules a bit for clarity in how healing works for both a healer and the person who needs healing done:</p><ul> <li data-xf-list-type="ul"><strong>3 XP: Field Medic</strong>: When out in the haunted wastes and you don’t have access a medical kit or substantial medical supplies, you may treat up to a Severity 2 wound by using 5 Natural Materials, Chemical Materials, Binding Materials, and 15 Salvage to make a rudimentary first aid kit with 2 uses. You may attempt to heal a player this way with a Healing check at -2: <strong>Severity 1: DC 14, Severity 2: DC 16, and Severity 3: DC 19</strong>, you must be Sheltered to do so.</li> <li data-xf-list-type="ul"><strong>4 XP: Combat Medic: Required: Field Medic</strong>: The same as above, only you don’t need to be Sheltered and may heal Severity 3 wounds during combat, if healed during combat, it is a quick fix that won’t last long, if this wound is not healed before the end of the day after combat, the afflicted player will count as Exhausted and must make a Stamina Check at DC 16 to not faint or otherwise fall unconscious. Should you fail this check, it counts as a short rest that restores a single stamina point for 1 hour, after this the Stamina check must be made again, if failed a second time your wound reopens and must be healed again. After the second heal, the afflicted player counts as Exhausted and receives no benefits from short rest.</li> </ul><p>If anything doesn't make sense, let me know, thank you so much for the feedback!</p></blockquote><p></p>
[QUOTE="Alyx Whitlow, post: 9029004, member: 7041717"] Thanks for the feedback, Inglorin: Skills points have been removed in lieu of XP points instead, which are spent on Skills. Mechanically, there are ways to improve you character, there are some Skills you can purchase that increase your AC, Health, stats, and boost your abilities. Practiced Expert=Bonus to a given stat, Experienced Fighter= bonus AC, Conditioned Body=more stamina, and Ive added: [LIST] [*][B]3 XP: Combatants Prose[/B]: You gain and additional 1D6+1 Maximum Hit Points. [*][B]5 XP: Combatants Resilience[/B]: You gain an additional 1D6+1 Maximum Hit Points. May need tweaking. Its from the "Other Skills" list [/LIST] As for Healing and resting: [LIST] [*][B]Quick Rest: 1 to 2 Hours[/B]: A Quick Rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, making repairs, crafting, and healing wounds. While resting you can make a Heal Check to heal hit points equal to your Healing modifier. When healing injuries this way while resting you may only heal Severity 1 injuries at DC14 with a Heal check. [LIST] [*][B]Health Regeneration[/B]: During a Quick Rest you may regain Hit Points Equal to half of your Stamina Bonus, this is done through patching up wounds, eating, napping, etc. [/LIST] [*][B]Full Rest[/B]: [B]8 Hours[/B]: While taking a Quick Rest is a nice break from the action, while out on expeditions you do still need to sleep to regain lost stamina and heal major injuries with a Severity of up to 2. You cannot heal a Severity 3 injury unless you have Field Medic. [LIST] [*]There are times when you are not able to take a Full Rest due to several factors, including but not limited to, being too hot or cold, out in the elements, in a dangerous area, and or, something making too much noise, fear of being attacked. This usually means that you are not Sheltered. [*][B]Health Regeneration[/B]: During a Long rest you gain (1D4 + Stamina bonus) Hit Points. [/LIST] [/LIST] Rewrote the rules a bit for clarity in how healing works for both a healer and the person who needs healing done: [LIST] [*][B]3 XP: Field Medic[/B]: When out in the haunted wastes and you don’t have access a medical kit or substantial medical supplies, you may treat up to a Severity 2 wound by using 5 Natural Materials, Chemical Materials, Binding Materials, and 15 Salvage to make a rudimentary first aid kit with 2 uses. You may attempt to heal a player this way with a Healing check at -2: [B]Severity 1: DC 14, Severity 2: DC 16, and Severity 3: DC 19[/B], you must be Sheltered to do so. [*][B]4 XP: Combat Medic: Required: Field Medic[/B]: The same as above, only you don’t need to be Sheltered and may heal Severity 3 wounds during combat, if healed during combat, it is a quick fix that won’t last long, if this wound is not healed before the end of the day after combat, the afflicted player will count as Exhausted and must make a Stamina Check at DC 16 to not faint or otherwise fall unconscious. Should you fail this check, it counts as a short rest that restores a single stamina point for 1 hour, after this the Stamina check must be made again, if failed a second time your wound reopens and must be healed again. After the second heal, the afflicted player counts as Exhausted and receives no benefits from short rest. [/LIST] If anything doesn't make sense, let me know, thank you so much for the feedback! [/QUOTE]
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