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RPG Evolution: The Trouble with Halflings
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<blockquote data-quote="Chaosmancer" data-source="post: 8819486" data-attributes="member: 6801228"><p>I mean, off the top of my head? </p><p></p><p>If you have proficiency in medicine, add prof bonus to any direct magical healing. Expertise, add double prof bonus. </p><p></p><p>Most of the properties I've read that allow for medical knowledge to be applicable show that in-depth knowledge of the body allows the mage to heal more, heal more energy effectively, or heal what otherwise could not be healed. In the series "How a Realist Hero Rebuilt the Kingdom" it is known that "Light magic" (which is used for healing) cannot cure diseases, but then an individual who has been studying medicine under the isekai'd hero's direction and improving her medical knowledge ends up able to do just that, because she is able to recognize what parasites and viruses are, and that additional knowledge allows her to target that with her magic. </p><p></p><p>In the series "Binding Words" it has allowed the protagonist to regrow limbs and reshape people's bodies, because instead of just throwing energy at the problem, he knows about bones, muscles, nerves, ect. </p><p></p><p>Now, I've never done this in 5e, and I have no idea if it would be balanced in any manner, but it is just how I would translate these ideas from literature into DnD mechanics. I can't reduce the cost of a spell slot, but I can make magic more effective if you have medical knowledge. </p><p></p><p>And then, well, most doctor's wouldn't actually serve adventurers. Adventurer's live lives too fast for a doctor's treatment. But they would still be a vital source of healing for a local community, and deal with things like surgeries that are not something in the life of an adventurer. Magical healing can do a lot, but it can't remove an iron arrowhead from your stomach, remove a damaged organ, or other major surgical needs. Not until you get to truly stupendous levels of magic.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8819486, member: 6801228"] I mean, off the top of my head? If you have proficiency in medicine, add prof bonus to any direct magical healing. Expertise, add double prof bonus. Most of the properties I've read that allow for medical knowledge to be applicable show that in-depth knowledge of the body allows the mage to heal more, heal more energy effectively, or heal what otherwise could not be healed. In the series "How a Realist Hero Rebuilt the Kingdom" it is known that "Light magic" (which is used for healing) cannot cure diseases, but then an individual who has been studying medicine under the isekai'd hero's direction and improving her medical knowledge ends up able to do just that, because she is able to recognize what parasites and viruses are, and that additional knowledge allows her to target that with her magic. In the series "Binding Words" it has allowed the protagonist to regrow limbs and reshape people's bodies, because instead of just throwing energy at the problem, he knows about bones, muscles, nerves, ect. Now, I've never done this in 5e, and I have no idea if it would be balanced in any manner, but it is just how I would translate these ideas from literature into DnD mechanics. I can't reduce the cost of a spell slot, but I can make magic more effective if you have medical knowledge. And then, well, most doctor's wouldn't actually serve adventurers. Adventurer's live lives too fast for a doctor's treatment. But they would still be a vital source of healing for a local community, and deal with things like surgeries that are not something in the life of an adventurer. Magical healing can do a lot, but it can't remove an iron arrowhead from your stomach, remove a damaged organ, or other major surgical needs. Not until you get to truly stupendous levels of magic. [/QUOTE]
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