Healing kits are odd
#1
Posté 03 mai 2011 - 02:05
I'm just thinking here....was this meant to be?
I am asking cause I am thinking about building a PW module...and although I generally don't like to do "nerfs" this is actually one I am thinking about....either make medkits less good OR make them less common/more expensive....
#2
Posté 03 mai 2011 - 02:12
I was thinking to "nerf" medkits into just healing about the same as the default but not being usable in combat and also not removing poison etc....
#3
Posté 03 mai 2011 - 02:17
#4
Guest_Lowlander_*
Posté 03 mai 2011 - 02:50
Guest_Lowlander_*
Also since they can sometimes cure poison/disease, and they are the way non spell casters can heal strangers, I save them for out of combat and use potions in combat.
If I was a player, on a PW, I would certainly prefer they be less common than changed from standard.
#5
Posté 03 mai 2011 - 05:38
Just read that in the wiki. Didn't know that.The skill check allows for a take 20 when the character is not in combat.
Anyway...what the last poster mentioned sounds kind of interesting. I didn't know medkits adapt to level of difficulty. For example if I have the PW running at "D&D Hardcore" which is what I probably would use...does that degrade the healing kits?
#6
Guest_Lowlander_*
Posté 03 mai 2011 - 05:48
Guest_Lowlander_*
Modifié par Lowlander, 03 mai 2011 - 05:49 .
#7
Posté 03 mai 2011 - 06:38
In my view, the lack of attacks of opportunity are the principal advantage of the kits over potions. The disadvantage, particularly for dexers and folks with a good dodge bonus to AC, is that a kit user is flat-footed. And, kits can be less reliable for healing unless the user has a decent heal skill. A potion of CCW can heal between 11 and 39 HP. It will heal, on average, 25 points during combat and the roll is likely to be near that average amount. In contrast, even a +10 kit, which averages 20.5 points of healing (+heal skill) is just as likely to heal 11 HP as 31 HP.
Something to consider with the kits is that, despite certain advantages, healer's kits have at least some leveling effect because they encourage people to spend points on the heal skill, something which one would be unlikely to do if the kits were not fairly common. In addition, the character has to keep adding to that skill because the kits don't scale with level.
Modifié par MrZork, 03 mai 2011 - 06:39 .
#8
Posté 03 mai 2011 - 11:44
#9
Posté 04 mai 2011 - 01:22
Modifié par HipMaestro, 04 mai 2011 - 01:25 .
#10
Guest_Lowlander_*
Posté 04 mai 2011 - 02:35
Guest_Lowlander_*
#11
Posté 05 mai 2011 - 08:37
#12
Posté 10 mai 2011 - 01:54
#13
Posté 10 mai 2011 - 04:40
When you think about what they essentially do, they probably should be.
#14
Posté 15 mai 2011 - 08:19
This basically means introducing a "custom healing kit" as has been mentioned above.
This solution makes putting points in Healing worthwhile, without making it game-breaking and supplementing the need for healing potions, scrolls, items, and spells.
#15
Posté 15 mai 2011 - 09:11
Of course this also meant a complete rework of the healing skill - implementing it as an activated feat that appears on the class menu. This allowed me to implement the healing skill in a manner almost identical to pnp - to stop bleeding (I use the HCR's bleed system), provide long term care, and remove poison and disease.
The removal of poison and disease is a compromise caused by the hard-coding of both effects. In pnp, the healing skill is supposed to modify the secondary saving throw for both effects - assuming you are under the care of a character with the healing skill.
Modifié par Pstemarie, 15 mai 2011 - 09:11 .
#16
Posté 15 mai 2011 - 10:49
#17
Posté 22 mai 2011 - 07:00
Any chance of sharing that with the community?Pstemarie wrote...
I opted to completely rework healing kits so that they function like the pnp counterpart - "It is the perfect tool for healing and provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after ten uses" (from the SRD).
Of course this also meant a complete rework of the healing skill - implementing it as an activated feat that appears on the class menu. This allowed me to implement the healing skill in a manner almost identical to pnp - to stop bleeding (I use the HCR's bleed system), provide long term care, and remove poison and disease.
The removal of poison and disease is a compromise caused by the hard-coding of both effects. In pnp, the healing skill is supposed to modify the secondary saving throw for both effects - assuming you are under the care of a character with the healing skill.





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