Demonic Spoon
2014-10-28, 07:31 PM
REVISED V2
I'm trying to accomplish a couple things with this:
Reduce the dependence on magical healing or the Healer feat at low levels - I strongly dislike enforced party composition, and would rather my players play the characters they want to play rather than what Party Comp demands
Provide more of a mechanical benefit to choosing proficiency in Wisdom(Medicine) - someone with that skill should feel like they have some meaningful ability to keep his/her party feeling better
Not obsolete magical healing, or anyone who chooses to specialize in magical healing.
Disclaimer: Not all of the ideas expressed here are my own. I heard a couple of these ideas elsewhere
And so, here are my proposed changes:
The healer's kit no longer exists in its current form. Instead, a healer's kit enhances one's ability to successfully make Wisdom(Medicine) checks that involve actually practicing medicine on someone. You have disadvantage on such checks (including tending wounds and stabilizing the dying) without a healer's kit. Medicine checks for other purposes (such as diagnosing an illness) do not require a healer's kit.
Characters can tend wounds with a successful Wisdom(medicine) check, which works as follows:
When a character chooses to spend at least one hit die to recover health during a short rest, this character or another can roll a Wisdom(medicine) check to tend to his wounds. If the result is greater than 10, the character can maximize a number of hit die equal to the check result minus 10, divided by two, rounded down. The character being healed must declare the number of hit dice being used before the wisdom(medicine) check is rolled
A character can only have his wounds tended to by one person per short rest. Failed Medicine checks cannot be rerolled, and more than one person cannot attempt to tend the wounds of a single person.
A character may tend the wounds of more than one other character at a time. For each additional character being tended in the same short rest, all rolls to tend wounds are taken at a -2 penalty per additional character; roll separately for each character.
I'm trying to accomplish a couple things with this:
Reduce the dependence on magical healing or the Healer feat at low levels - I strongly dislike enforced party composition, and would rather my players play the characters they want to play rather than what Party Comp demands
Provide more of a mechanical benefit to choosing proficiency in Wisdom(Medicine) - someone with that skill should feel like they have some meaningful ability to keep his/her party feeling better
Not obsolete magical healing, or anyone who chooses to specialize in magical healing.
Disclaimer: Not all of the ideas expressed here are my own. I heard a couple of these ideas elsewhere
And so, here are my proposed changes:
The healer's kit no longer exists in its current form. Instead, a healer's kit enhances one's ability to successfully make Wisdom(Medicine) checks that involve actually practicing medicine on someone. You have disadvantage on such checks (including tending wounds and stabilizing the dying) without a healer's kit. Medicine checks for other purposes (such as diagnosing an illness) do not require a healer's kit.
Characters can tend wounds with a successful Wisdom(medicine) check, which works as follows:
When a character chooses to spend at least one hit die to recover health during a short rest, this character or another can roll a Wisdom(medicine) check to tend to his wounds. If the result is greater than 10, the character can maximize a number of hit die equal to the check result minus 10, divided by two, rounded down. The character being healed must declare the number of hit dice being used before the wisdom(medicine) check is rolled
A character can only have his wounds tended to by one person per short rest. Failed Medicine checks cannot be rerolled, and more than one person cannot attempt to tend the wounds of a single person.
A character may tend the wounds of more than one other character at a time. For each additional character being tended in the same short rest, all rolls to tend wounds are taken at a -2 penalty per additional character; roll separately for each character.