Heal kits and Potions.

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Face
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Heal kits and Potions.

Unread post by Face »

Perhaps we can get a cool down of a round on heal kits and potions?

And should you even be able to use a heal kit in the middle of combat as you fending of blows?
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metaquad4
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Re: Heal kits and Potions.

Unread post by metaquad4 »

Face wrote:Perhaps we can get a cool down of a round on heal kits and potions?

And should you even be able to use a heal kit in the middle of combat as you fending of blows?
Cooldown on heal potions, I'm personally against but I suppose it could be lived with. They do provide a good bit of health.

Here is what you are asking for heal kits though:

"Can heal kits only be used when HiPsed or Ethereal while fighting?" (as these are pretty much the only two reliable ways to break combat in the middle of combat). To which I would reply "please no".
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Face
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Re: Heal kits and Potions.

Unread post by Face »

metaquad4 wrote:
Face wrote:Perhaps we can get a cool down of a round on heal kits and potions?

And should you even be able to use a heal kit in the middle of combat as you fending of blows?
Cooldown on heal potions, I'm personally against but I suppose it could be lived with. They do provide a good bit of health.

Here is what you are asking for heal kits though:

"Can heal kits only be used when HiPsed or Ethereal while fighting?" (as these are pretty much the only two reliable ways to break combat in the middle of combat). To which I would reply "please no".
That is not what im asking.
I think you would have a hard time wrapping a heal kit around a cut on your arm as you are also fighting of the troll that gave you the cut.
Personaly i always seen a healing kit as something you use after combat.

And agreed you should not be able to use heal kits in stealth.
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metaquad4
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Re: Heal kits and Potions.

Unread post by metaquad4 »

That is effectively what you are asking, because that is what the result will be.

Also, heal kits ARE more economical to use outside of combat, due to take 20.
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CrimsonMist
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Re: Heal kits and Potions.

Unread post by CrimsonMist »

I agree with Face.

At any rate, we shouldn't let "some players will abuse a loophole" stop us from implementing legitimate fixes.

Is it possible to implement a "channeling" or casting time for Healing Kits?
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Hoihe
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Re: Heal kits and Potions.

Unread post by Hoihe »

I do not see the point for it. The fact that you have a d20 roll determines if the troll bothers you too much in combat.

And mobs land nat 20s way too often to make healing even harder, and clerics have no way near enough spells to be both relevant and useful as a healer.
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Re: Heal kits and Potions.

Unread post by cosmic ray »

Hoihe is right; the game already has this functionality implemented in the d20 system. Is it realistic? No, but neither are any of the other mechanics, anyway. D&D has awful realism to the point of facepalming.
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Hoihe
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Re: Heal kits and Potions.

Unread post by Hoihe »

cosmic ray wrote:Hoihe is right; the game already has this functionality implemented in the d20 system. Is it realistic? No, but neither are any of the other mechanics, anyway. D&D has awful realism to the point of facepalming.
It is internally realistic.

For someone with 20 dexterity, a bit of dancing around shouldn't be much of an interference with bandaging something.
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CrimsonMist
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Re: Heal kits and Potions.

Unread post by CrimsonMist »

From what I've tested, it appears that you lose your dexterity bonus to AC on the round you use a healing kit. I need to test this more thoroughly, but at least there's a small drawback to it.

To be honest I internally restrict myself by not using healing kits in combat anyway (outside aforementioned testing anyway!). No matter how much we try to dance around justifying it, it feels wrong to me.
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Re: Heal kits and Potions.

Unread post by Sun Wukong »

What is in a healing kit? Here is an answer:
A healer's kit contains various herbs, bandages, and salves, all of which can be used in conjunction with the Heal skill to heal wounds, cure poison, or remove diseases.
Now what are hit points? Here is an answer:
Your hit points measure how hard you are to kill. No matter how many hit points you lose, your character isn’t hindered in any way until your hit points drop to 0 or lower.
Therefore whoever happens to be upset about someone using a healing kit in combat, my character just munches some herbs that numbs the pain, raises alertness, or just increases 'courage.' Now if you want, I could go on to list some actual real life medical properties of some plants and substances that actually do just that, some of them are legal and others are not depending on where you are in the world. Heck, perhaps I should list the contents of an actual combat medic's medic pack... But experience tells me that would just be an easy way for an upset player to flag my post to contain something 'ILLEGAL' and get me banned, so we have to leave this at the level of the less you know... :lol:

Anyhow, this whole complaint about someone using healing kits in combat is nothing more than a pointless act of 'RP' virtue signalling. In otherwords:

- 'Look at me, I am so virtuous that I need to force baseless limitations upon others, and this is only because I am not happy with my own actions if someone else is not following my exact preferences to the letter!'

So yeah, I guess you can flag this post for that then. :lol:
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Face
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Re: Heal kits and Potions.

Unread post by Face »

Ow!
I did not know a healing kit was more then just some cloth you wrap around a wound.
And i did not know you did not feel any affects of battle till you dropped to 0 hp or below.

Thank you for this bit of info.
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Re: Heal kits and Potions.

Unread post by Wyatt »

From a mechanical standpoint I would think we really don't need to give casters, gishes and magical healers any more of an advantage over the non-magical folk. I think if people could buy magical healing potions that would heal the same amount as a healing kit they would do that as well. If we are talking about realism in the setting, why aren't there cheap healing potions being sold everywhere with all the other magical equipment floating around? The magical folk already have the greatest diversity of equipment as they can self buff and save themselves millions of gold worth of equipment cost. We probably shouldn't look to punish the purely physical archetypes any more severely.
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CrimsonMist
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Re: Heal kits and Potions.

Unread post by CrimsonMist »

Game-wise it totally makes sense. Being able to use that healing kit is often the difference between survival and death for some low level classes - pre-HiPS rogues, arcane casters etc - if you get more monsters attacking you than you can handle.

On reflection I can agree that, although the realism counters don't really hold much water for me, it shouldn't be changed as it hurts players who don't need further counter measures with no benefit for anyone.
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dedude
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Re: Heal kits and Potions.

Unread post by dedude »

I would personally have preferred healing potions being the in-combat healing option, and kits being the out-of-combat patch-me-up option. Price and availability adjusted as needed.
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Re: Heal kits and Potions.

Unread post by Deathgrowl »

Balance wise, I don't think it's a good idea to restrict heal kits from combat use, as that increases the gap of advantage between classes with healing spells and those without even further. Druid and FS would be exactly where they are now, fighters, rogues and swashbucklers would be effectively nerfed.
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