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    Halfling in the Playground
     
    DruidGuy

    Join Date
    Jun 2014

    Default Reworked/Supplemented Heal Check (P.E.A.C.H.)

    I was working on an NPC who specializes in healing when a thought occurred to me: once you get about 7 to 10 ranks in heal, it doesn't really do you much. Other than Quicken recovery, nothing in the official book has much of a check over 15 other than poison and disease, which still usually aren't much. It irritated me that it ranks quickly lost value like that. And while this was my main grievance, there were others to be sure:
    • Parties constantly find that, "We need a healer (AKA Cleric/Druid)."
    • I found that most skills can be used in a variety of scenarios, but heal is always used the same way: stabilize, and long-term care.
    • It doesn't matter how highly you rolled, you're still going to do an equally good job healing.
    • For the most part, heal spells make heal skills completely obsolete (Only exception is spell slots, but we have lots of casters so that's not a problem).

    I found a page on D&D Wiki for some home-brew that makes heal checks function like heal spells, but it's a bit complicated, allows characters to heal at supernatural levels, and quickly becomes way too overpowered:
    http://www.dandwiki.com/wiki/Skill_B..._Variant_Rule)

    So I decided to make a set of DC's of my own for healing. Also, each effect has a rate of heal, as to not completely overshadow heal spells.

    Code:
    DC      Rate            Effect
    DC      10 min          Treat spikes
    DC+5    DC*2 min        Neutralize Poison
    DC+5    DC*2 min        Cure Disease
    15      0               Stabalize
    15      1hp/hr/lvl      Long-Term Care
    17      0               Idenify Poison
    20      1hp/2hr/lvl     Ability Score Heal
    20      1 min           Delay Poison
    20      2hp/hr/lvl      Cure Light Wounds
    23      1 min           Remove Paralysis
    25      3hp/hr/lvl      Cure Moderate Wounds
    30      4hp/hr/lvl      Cure Serious Wounds
    35      5hp/hr/lvl      Cure Critical Wounds
    For any effects that reference DC, it uses the DC of the target to be treated.
    E.G. To treat a posion with a DC 17, the heal DC is 22, and takes 34 minutes.

    For all spell-like effects, your cast level is considered to be your check - the DC.
    E.G. I roll for cure light wounds, and I roll a 15, and I have 8 ranks in Heal. My caster level is considered to be 3.

    I mostly looking for comments, opinions, and for anyone to point out if something is way to easy/hard.
    Last edited by Dornith; 2014-07-03 at 07:40 PM.

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