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<blockquote data-quote="pukunui" data-source="post: 9427052" data-attributes="member: 54629"><p>I'm happy to handwave stuff "because magic". It's the rules that purport to be mundane yet are clearly magical / miraculous in nature that I find harder to handwave. I mean, even if we go back to 3.5e, where using a first aid kit to stabilize a dying comrade required you to use your full turn, that's still just 6 seconds! That's crazy fast even by today's standards never mind pseudo-medieval ones. </p><p></p><p>If healer's kits contained magic herbs that stopped people from dying in 6 seconds or less simply by having them crushed and sprinkled over a wound or applied whole to that wound or whatever, that would be one thing ... but as it is, I struggle to picture (and therefore describe) what the healer is actually doing within the fiction.</p><p></p><p>If your comrade has been slashed or stabbed and is now dying, maybe you're applying a poultice or bandage to the wound. But what if they got poisoned? What if they got electrocuted? What if they got melted by a black dragon's acid breath like Riverwind in <em>Dragons of Autumn Twilight</em>? There's no way his friends could have saved him in less than 6 seconds simply by expending a use of a healer's kit. He needed genuinely magical healing!</p><p></p><p>Maybe it requires a DM's judgment call kind of thing. Oh, you've been hacked down by an axe wielded by an orc? OK, your buddy can staunch the bleeding with a poultice / bandage. Oh, you've been stabbed by a wyvern's venomous tail? Your buddy can administer some antivenom. Oh, you've been reduced to a pile of quivering goo by Khinsath's acidic breath? You're gonna need magical healing and stat!</p></blockquote><p></p>
[QUOTE="pukunui, post: 9427052, member: 54629"] I'm happy to handwave stuff "because magic". It's the rules that purport to be mundane yet are clearly magical / miraculous in nature that I find harder to handwave. I mean, even if we go back to 3.5e, where using a first aid kit to stabilize a dying comrade required you to use your full turn, that's still just 6 seconds! That's crazy fast even by today's standards never mind pseudo-medieval ones. If healer's kits contained magic herbs that stopped people from dying in 6 seconds or less simply by having them crushed and sprinkled over a wound or applied whole to that wound or whatever, that would be one thing ... but as it is, I struggle to picture (and therefore describe) what the healer is actually doing within the fiction. If your comrade has been slashed or stabbed and is now dying, maybe you're applying a poultice or bandage to the wound. But what if they got poisoned? What if they got electrocuted? What if they got melted by a black dragon's acid breath like Riverwind in [I]Dragons of Autumn Twilight[/I]? There's no way his friends could have saved him in less than 6 seconds simply by expending a use of a healer's kit. He needed genuinely magical healing! Maybe it requires a DM's judgment call kind of thing. Oh, you've been hacked down by an axe wielded by an orc? OK, your buddy can staunch the bleeding with a poultice / bandage. Oh, you've been stabbed by a wyvern's venomous tail? Your buddy can administer some antivenom. Oh, you've been reduced to a pile of quivering goo by Khinsath's acidic breath? You're gonna need magical healing and stat! [/QUOTE]
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