FOM › Forums › General Discussions › Heal Kits
- This topic has 7 replies, 4 voices, and was last updated 2 years ago by Ellis Hightower.
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August 18, 2021 at 12:34 am - Views: 487 #229
Ellis Hightower
KeymasterMust assign at least 1 skill point into Heal. With 1 skill point you get 1d8 of healing plus 1/2 of your total skill level (min of 1, round up). For every 2 levels thereafter you get an additional d8.
Skill level 1 would be 1d8 +1
Skill level 3 would be 2d8 +2
Skill Level 5 would be 3d8 +3
Skill level 7 would be 4d8 +4
Skill level 9 would be 5d8 +5
….and on it goesThe rest remains the same:
10 charges for 50gp (1/2 size kits can be purchased).
Takes 1 minute to apply.
One application per 12 hours.August 23, 2021 at 6:44 pm - Views: 517 #266Malus (Tom)
KeymasterThanks Greg. Good stuff.
January 17, 2024 at 2:52 pm - Views: 403 #717Ellis Hightower
KeymasterHeal kits might be a tad too powerful. I’m proposing the following adjustments. See two posts up for the current system.
Skill level 1-5 would be 1d8 + Skill Level
Skill level 6-10 would be 2d8 + Skill Level
Skill Level 11-20 would be 4d8 + Skill Level
Skill level 21 Plus would be 8d8 + Skill LevelThe rest remains the same:
10 charges for 50gp (1/2 size kits can be purchased).
Takes 1 minute to apply.
One application per 12 hours.January 17, 2024 at 3:05 pm - Views: 397 #718Cryl (Dan)
ParticipantI’m good with the new recommendations and would like to add one additional item.
I feel if you apply a heal kit and continue to travel, the numbers could work well.
However, if you apply the kit and rest, it could provide additional benefit.Or even the opposite – resting is normal and travel provides a reduction.
Just picturing the bandages on the open wounds as you get bounced around on a horse or walking over hills and forest paths – we’ve all seen that in movies.January 18, 2024 at 8:09 pm - Views: 387 #719Ellis Hightower
KeymasterGood idea Dan. Perhaps double the healing if a normal rest (6-8 hours) is taken?
January 23, 2024 at 1:28 am - Views: 383 #721Zorander
Participant8d8 plus skill level puts most toons at full, which seems excessive for a glorified box of bandaids. I’d suggest capping at half damage as without magic, contusions and gouges take time to heal.
January 24, 2024 at 4:59 pm - Views: 381 #722Ellis Hightower
KeymasterI like that idea too Phil. Max 1/2 heal no matter the skill level.
February 21, 2024 at 2:18 am - Views: 367 #733Ellis Hightower
KeymasterThe Heal Kit new rules have been approved
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