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<blockquote data-quote="Saeviomagy" data-source="post: 6696324" data-attributes="member: 5890"><p>There's a difference between "was done thoroughly at a later date" and "afterthought". After all, it's the PHB that introduces 2 different kits and 2 different skills for </p><p></p><p>Well, sure. But diseases that require specific rare flowers to treat should be the exception. Outside of them, I would expect medicine and herbalism to be able to at least help with their treatment.</p><p></p><p>Yeah, my first aid training is old enough that I wasn't really trained in them. That said, the same article you refer to also talks about standard CPR being effective within 4 minutes. There is formal documentation of cpr methods going back to the early 1700s, so presumably there was isolated practise prior to that. That's not fantasy.</p><p></p><p>No - the bulk of magical effects. It's wasn't restricted to working against spells, so it works just fine on (say) a basilisk's petrification, or a mummy's curse. In otherwords if you're afflicted by something magical, you could rely on almost any spellcaster to have access to the spell to fix it.</p><p></p><p>Which is only a problem if you say fixing every ill is the bailiwick of a cleric. If you just say that fixing magical ills requires magic then you don't have a role issue. Unfortunately the greater restoration approach effectively makes it so that only people with that particular spell can be a party healer.</p><p></p><p>The thing is that your definition of magical things seems to include things which we know are possible. You can resuscitate someone who has died of blood loss. You can cure diseases with the right herbs. You can treat poison with tourniquets and water.</p><p></p><p>No, the game design of classes makes or breaks in. In 3.5e, a wizard, a rogue, a barbarian and a fighter was a viable party, because as long as someone had the heal skill, you were covered against almost all the things we are discussing in this thread. In 5e, you MUST have greater restoration to treat the bulk of conditions, and only 3 classes get it.</p><p></p><p>Which really all comes down to how you narrate damage. Personally I think it works out easiest if you leave it vague.</p><p></p><p>To my eyes, that's very similar to what I've proposed, and to the battlemaster. Which is good!</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 6696324, member: 5890"] There's a difference between "was done thoroughly at a later date" and "afterthought". After all, it's the PHB that introduces 2 different kits and 2 different skills for Well, sure. But diseases that require specific rare flowers to treat should be the exception. Outside of them, I would expect medicine and herbalism to be able to at least help with their treatment. Yeah, my first aid training is old enough that I wasn't really trained in them. That said, the same article you refer to also talks about standard CPR being effective within 4 minutes. There is formal documentation of cpr methods going back to the early 1700s, so presumably there was isolated practise prior to that. That's not fantasy. No - the bulk of magical effects. It's wasn't restricted to working against spells, so it works just fine on (say) a basilisk's petrification, or a mummy's curse. In otherwords if you're afflicted by something magical, you could rely on almost any spellcaster to have access to the spell to fix it. Which is only a problem if you say fixing every ill is the bailiwick of a cleric. If you just say that fixing magical ills requires magic then you don't have a role issue. Unfortunately the greater restoration approach effectively makes it so that only people with that particular spell can be a party healer. The thing is that your definition of magical things seems to include things which we know are possible. You can resuscitate someone who has died of blood loss. You can cure diseases with the right herbs. You can treat poison with tourniquets and water. No, the game design of classes makes or breaks in. In 3.5e, a wizard, a rogue, a barbarian and a fighter was a viable party, because as long as someone had the heal skill, you were covered against almost all the things we are discussing in this thread. In 5e, you MUST have greater restoration to treat the bulk of conditions, and only 3 classes get it. Which really all comes down to how you narrate damage. Personally I think it works out easiest if you leave it vague. To my eyes, that's very similar to what I've proposed, and to the battlemaster. Which is good! [/QUOTE]
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