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<blockquote data-quote="DanmarLOK" data-source="post: 4467928" data-attributes="member: 71480"><p>Ahh, I missed that part. It takes care of the scaling skills although in an odd fashion in terms of verisimilitude. (A axe blow from a human militia < axe blow from a minotaur)</p><p></p><p>What about falling down a cliff? 1/2 height divided by 5? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>All kidding aside, it does seem worthy of playtesting at the very least even with the extra bookkeeping. </p><p></p><p>Without a trained healer though, it might be impossible for a character to ever improve outside rolling a 20?</p><p></p><p>Improve = 20+1/2 creatures level. </p><p></p><p>Level 3 Whosit nails the Petey the 1st level Mage with a grievous blow and rather than dying he takes a wound. Petey isn't trained in Endurance and has a 10 constitution. His target DC is 21. The best he can do is a natural 20. Unless 20's always succeed on these he'll never heal and on average he'll need 10 days or so to get his natural 20. </p><p></p><p>Granted that in a 'normal' group there should be someone with Healing trained. </p><p></p><p>That gives us a +5 so Petey recovers roughly every 2 days on average. </p><p></p><p>If said healer also has a high wisdom we get a +9 and Petey recovers slightly less than once every day per wound. </p><p></p><p>I had thought to ask, reaslistically the more wounds a person has the harder it'll be for them to heal as their body has to split resources but that just sends the odds of recovery spiraling down rather quickly. </p><p></p><p>Honestly this is the one time I might go with Wizard's new chart and make the DC's a 5 for Stable and a 15 for Improve. That means under the care and guidence of a trained healer the character doesn't worsen which is realistic and again with the help and care of a trained healer the character has a better than average chance to recover.</p></blockquote><p></p>
[QUOTE="DanmarLOK, post: 4467928, member: 71480"] Ahh, I missed that part. It takes care of the scaling skills although in an odd fashion in terms of verisimilitude. (A axe blow from a human militia < axe blow from a minotaur) What about falling down a cliff? 1/2 height divided by 5? :) All kidding aside, it does seem worthy of playtesting at the very least even with the extra bookkeeping. Without a trained healer though, it might be impossible for a character to ever improve outside rolling a 20? Improve = 20+1/2 creatures level. Level 3 Whosit nails the Petey the 1st level Mage with a grievous blow and rather than dying he takes a wound. Petey isn't trained in Endurance and has a 10 constitution. His target DC is 21. The best he can do is a natural 20. Unless 20's always succeed on these he'll never heal and on average he'll need 10 days or so to get his natural 20. Granted that in a 'normal' group there should be someone with Healing trained. That gives us a +5 so Petey recovers roughly every 2 days on average. If said healer also has a high wisdom we get a +9 and Petey recovers slightly less than once every day per wound. I had thought to ask, reaslistically the more wounds a person has the harder it'll be for them to heal as their body has to split resources but that just sends the odds of recovery spiraling down rather quickly. Honestly this is the one time I might go with Wizard's new chart and make the DC's a 5 for Stable and a 15 for Improve. That means under the care and guidence of a trained healer the character doesn't worsen which is realistic and again with the help and care of a trained healer the character has a better than average chance to recover. [/QUOTE]
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