Author Topic: Healing kits are odd  (Read 507 times)

Legacy_WebShaman

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Healing kits are odd
« Reply #15 on: May 15, 2011, 11:49:51 pm »


               ^ Nice one!
               
               

               
            

Legacy_NWN DM

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Healing kits are odd
« Reply #16 on: May 22, 2011, 08:00:14 pm »


               

Pstemarie wrote...

I opted to completely rework healing kits so that they function like the pnp counterpart - "It is the perfect tool for healing and provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after ten uses" (from the SRD).

Of course this also meant a complete rework of the healing skill - implementing it as an activated feat that appears on the class menu. This allowed me to implement the healing skill in a manner almost identical to pnp - to stop bleeding (I use the HCR's bleed system), provide long term care, and remove poison and disease.

The removal of poison and disease is a compromise caused by the hard-coding of both effects. In pnp, the healing skill is supposed to modify the secondary saving throw for both effects - assuming you are under the care of a character with the healing skill.

Any chance of sharing that with the community?