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Rome: Decline and Fall (Adventure Series)
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<blockquote data-quote="666Sinner666" data-source="post: 4624860" data-attributes="member: 75824"><p>I am curious to know how the house rule for HP and healing surges has affected the game. I see there is a good mix of combat and RP challenges but I was just wondering. Also, any thoughts on heal checks from the party members that make a 11-20+ on the roll and carry things like bandages and salves? A natural 20 allows the player to regain up to 2 healing surges , a 20-25+ nets a character one more healing surge, a 15-19 nets a character a few HP maybe 1/5 to a 1/4 of a healing surge, and a 11-14 nets a player 1-2 hp, and to top it off any unmodified rolls below 5 do nothing?</p><p></p><p>P.S. Being trained in the heal skill is required otherwise add 3-5 to the DC based on the untrained modifier to the heal skill. Also, a +10 is added for any attempt during combat and takes two full rounds to complete with any rolls that would net a player a healing surge, one is all that is allowed during combat even on a natural 20, forcing the use the healing surge immediately on the players turn who was healed and another full round to get back on their feet. The use of any powers being strictly forbidden until back on their feet.</p></blockquote><p></p>
[QUOTE="666Sinner666, post: 4624860, member: 75824"] I am curious to know how the house rule for HP and healing surges has affected the game. I see there is a good mix of combat and RP challenges but I was just wondering. Also, any thoughts on heal checks from the party members that make a 11-20+ on the roll and carry things like bandages and salves? A natural 20 allows the player to regain up to 2 healing surges , a 20-25+ nets a character one more healing surge, a 15-19 nets a character a few HP maybe 1/5 to a 1/4 of a healing surge, and a 11-14 nets a player 1-2 hp, and to top it off any unmodified rolls below 5 do nothing? P.S. Being trained in the heal skill is required otherwise add 3-5 to the DC based on the untrained modifier to the heal skill. Also, a +10 is added for any attempt during combat and takes two full rounds to complete with any rolls that would net a player a healing surge, one is all that is allowed during combat even on a natural 20, forcing the use the healing surge immediately on the players turn who was healed and another full round to get back on their feet. The use of any powers being strictly forbidden until back on their feet. [/QUOTE]
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