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General Tabletop Discussion
*TTRPGs General
Skills That Should be Handy for an Adventurer...But Aren't in Actual Play.
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<blockquote data-quote="Wolfwood2" data-source="post: 3081718" data-attributes="member: 39394"><p>The two biggest uses I see for Heal are not getting hitpoints back.</p><p></p><p>1. Poisons and DIseases. Having someone with good heal ranks really helps when you've got a poisoned/diseased party member and they need to make their secondary check. Yes, this aspect of the skill eventually gets overtaken by magic, but for the lower 10 levels it still comes in pretty handy. It's a while before the cleric gets to the point where they can blow a slot on Hero's Feast every day or several slots on Neutralize Posion, after all.</p><p></p><p>2. Autopsy. Not an official use of the skill, but one most DMs inevitably resort to. "What killed this thing? How long ago did it die? Was it magic or weapons that killed it?" Adventurers encounter a lot of dead bodies, and a successful Heal check can supply a lot of useful information.</p></blockquote><p></p>
[QUOTE="Wolfwood2, post: 3081718, member: 39394"] The two biggest uses I see for Heal are not getting hitpoints back. 1. Poisons and DIseases. Having someone with good heal ranks really helps when you've got a poisoned/diseased party member and they need to make their secondary check. Yes, this aspect of the skill eventually gets overtaken by magic, but for the lower 10 levels it still comes in pretty handy. It's a while before the cleric gets to the point where they can blow a slot on Hero's Feast every day or several slots on Neutralize Posion, after all. 2. Autopsy. Not an official use of the skill, but one most DMs inevitably resort to. "What killed this thing? How long ago did it die? Was it magic or weapons that killed it?" Adventurers encounter a lot of dead bodies, and a successful Heal check can supply a lot of useful information. [/QUOTE]
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Skills That Should be Handy for an Adventurer...But Aren't in Actual Play.
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