Healing kits use rate

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Valefort
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Healing kits use rate

Unread post by Valefort »

You can use two heal kits per round, coupled with a high heal skill this is more than a "Heal" spell, I suggest we limit it to one kit per round or less to make healers more relevant.
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Re: Healing kits use rate

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Do the same with potions i would say , There is just something wrong with drinking 10 heal pots one after the other in the middel of a fight.
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Re: Healing kits use rate

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Can then, it be added, a Quick Healer feat, plus Imp. Quick Healer, Gr. Quick Healer, EPIC Quick Healer?

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Re: Healing kits use rate

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What would those do ? Quickening healing spells ?
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Re: Healing kits use rate

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Valefort wrote:What would those do ? Quickening healing spells ?
Quick Healing = 2 kits per round.
Imp. = 3 kits per round
Gr. = 4 kits per round
EPIC!!! = 5 kits per round

Total bad ass triage toon. ;)

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Re: Healing kits use rate

Unread post by Valefort »

:lol: :lol: :lol: I'll wrap you in bandages so fast every mummy will envy you within one round.

Maybe an overhaul of the cure x wound spells instead ? As of now they're rarely used, aren't they ?
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Re: Healing kits use rate

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Valefort wrote::lol: :lol: :lol: I'll wrap you in bandages so fast every mummy will envy you within one round.
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Can the use of Heal kits in combat be disrupted? Or does it only allow for an AoO?

I've always been of the opinion that a PC shouldn't be able to use Heal Kits while in combat. Kinda like how now, on BGTSCC, a PC cannot change armor while in Combat Mode, or Hostile, or whatever it is called.

I think THAT nerf would be one to consider, and more in-line with...wait for it...REALITY IN FANTASY GAMING!!! :mrgreen:

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Re: Healing kits use rate

Unread post by Nyeleni »

An AoO is bad enough. Unless you have very high AC.
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Re: Healing kits use rate

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Would you consider a diminishing return on the second kit? Instead of just no kit?
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Blackman D
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Re: Healing kits use rate

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well ive had a healer that could heal 84hp rolling a 1 with a +1 kit, thats a minimum 168hp per round which is only 18hp more than 150...

but who if not a healer is getting a high enough heal that they are out doing a healer to the point where they are irrelevant?

fighters (and/or str builds) dont really need a high score they can simply carry 200 damn kits, any non str build is not going to carry a lot at all, maybe 10-20 i guess? or they will use the lighter potions or UMD

ive long since gotten rid of that healer so its not as if im trying to keep her epic healing awesomeness, but does it really matter? it would not be a user friendly change at all
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Re: Healing kits use rate

Unread post by Garn Greymoon »

This would hurt every non cleric or favored soul extremely.

This would essentially cripple the guy that has 30 minutes in a play session and wants to go out to knock out a few monsters with his melee or ranged character.

I like the idea sowing more usage per rounds with feats or a PrC; but leave the rate as is for the base line.

It's a gold sink as is as well.

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Re: Healing kits use rate

Unread post by Moltrazahn »

Steve wrote:
Valefort wrote:What would those do ? Quickening healing spells ?
Quick Healing = 2 kits per round.
Imp. = 3 kits per round
Gr. = 4 kits per round
EPIC!!! = 5 kits per round

Total bad ass triage toon. ;)
Maybe the epic version also adds a regeneration of 5 for 10 rounds or so? Like when you get stiches, it stimulates the body healing in a more ideal fashion than if left alone. It is called a healing kit after all. Not just "bandages". One would assume that it contains more than some linen bandages.
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Re: Healing kits use rate

Unread post by Valefort »

Aren't you exagerating a lot Garn ? How many heal kits do you go through in a 30 minutes session, 10 at worst ? That change would mean wasting 1 minute more to heal the same amount.
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Re: Healing kits use rate

Unread post by Moltrazahn »

Valefort wrote:Aren't you exagerating a lot Garn ? How many heal kits do you go through in a 30 minutes session, 10 at worst ? That change would mean wasting 1 minute more to heal the same amount.
Maybe he makes very low AC builds? :D
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Re: Healing kits use rate

Unread post by Blackman D »

Moltrazahn wrote:Maybe the epic version also adds a regeneration of 5 for 10 rounds or so? Like when you get stiches, it stimulates the body healing in a more ideal fashion than if left alone. It is called a healing kit after all. Not just "bandages". One would assume that it contains more than some linen bandages.
well as far as regen goes, healer kits are suppose to be able to treat someone for long term healing, basically putting someone on bed rest to help them recover
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Long-Term Care

Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.

You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.
its a normal heal check however it is one that requires you to not be active and doesnt recover too many hit points, talking 30 pt regen for someone level 15, but yea thats pnp

something like a +1 regen that lasts for 1 round per healers level would be reasonable i think, keeping the restriction that it will not work on yourself
Valefort wrote:Aren't you exagerating a lot Garn ? How many heal kits do you go through in a 30 minutes session, 10 at worst ? That change would mean wasting 1 minute more to heal the same amount.
might be a slight exaggeration, but referencing a melee toon, how many of them have heal as a class skill? so at best we are talking about someone with 0 wis mod, +1 kit and maybe 15 heal from cross class (ignoring any items) that will, out of combat with the help of take 20, be able to heal 36hp if they cant rest

if a fighter has 300hp and is trying some place challenging, one could easily go through 10 kits in 5 mins because of their low healing output

nevermind if they try to heal in combat where they are denied take 20 and only have 16 + d20
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