Author Topic: Healing kits are odd  (Read 505 times)

Legacy_SuperFly_2000

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Healing kits are odd
« on: May 03, 2011, 03:05:47 pm »


               By default you can use them in combat and they also remove poison, deciese and even curse?

I'm just thinking here....was this meant to be?

I am asking cause I am thinking about building a PW module...and although I generally don't  like to do "nerfs" this is actually one I am thinking about....either make medkits less good OR make them less common/more expensive....
               
               

               
            

Legacy_SuperFly_2000

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Healing kits are odd
« Reply #1 on: May 03, 2011, 03:12:26 pm »


               Furthermore using medkits in combat doesn't draw "attacks of opportunties" from nearby enemies....like the potions do...

I was thinking to "nerf" medkits into just healing about the same as the default but not being usable in combat and also not removing poison etc....
               
               

               
            

Legacy_Lightfoot8

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Healing kits are odd
« Reply #2 on: May 03, 2011, 03:17:02 pm »


               The Problem with healing kits, is that they are hard coded.  Most PW's that dont like them just remove them from there module and make there own version.
               
               

               
            

Legacy_Guest_Lowlander_*

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Healing kits are odd
« Reply #3 on: May 03, 2011, 03:50:52 pm »


               I often play on "normal" and on that setting, potions do full heal amount in combat, where healing kits need to be rolled after a couple of times of getting 2 points out of a healing kit in combat I stopped using them in combat.  

Also since they can  sometimes cure poison/disease, and they are the way non spell casters can heal strangers, I save them for out of combat and use potions in combat.

If I was a player, on a PW, I would certainly prefer they be less common than changed from standard.
               
               

               
            

Legacy_SuperFly_2000

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Healing kits are odd
« Reply #4 on: May 03, 2011, 06:38:40 pm »


               

The skill check allows for a take 20 when the character is not in combat.

Just read that in the wiki. Didn't know that.

Anyway...what the last poster mentioned sounds kind of interesting. I didn't know medkits adapt to level of difficulty. For example if I have the PW running at "D&D Hardcore" which is what I probably would use...does that degrade the healing kits?
               
               

               
            

Legacy_Guest_Lowlander_*

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Healing kits are odd
« Reply #5 on: May 03, 2011, 06:48:40 pm »


               I haven't noticed. Hardcore degrades potions, so they too need to be rolled in combat AFAICT.
               
               

               


                     Modifié par Lowlander, 03 mai 2011 - 05:49 .
                     
                  


            

Legacy_MrZork

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Healing kits are odd
« Reply #6 on: May 03, 2011, 07:38:15 pm »


               I don't think that healer's kits adapt to the game's difficulty setting, but potions do (I think potions do max healing below Hardcore difficulty setting). I know that in Hardcore and Very difficult settings, the kits have a roll of d20 + kit bonus + character heal skill during combat and there is a take 20 for non-combat use. I don't know about lower difficulty levels.

In my view, the lack of attacks of opportunity are the principal advantage of the kits over potions. The disadvantage, particularly for dexers and folks with a good dodge bonus to AC, is that a kit user is flat-footed. And, kits can be less reliable for healing unless the user has a decent heal skill. A potion of CCW can heal between 11 and 39 HP. It will heal, on average, 25 points during combat and the roll is likely to be near that average amount. In contrast, even a +10 kit, which averages 20.5 points of healing (+heal skill) is just as likely to heal 11 HP as 31 HP.

Something to consider with the kits is that, despite certain advantages, healer's kits have at least some leveling effect because they encourage people to spend points on the heal skill, something which one would be unlikely to do if the kits were not fairly common. In addition, the character has to keep adding to that skill because the kits don't scale with level.
               
               

               


                     Modifié par MrZork, 03 mai 2011 - 06:39 .
                     
                  


            

Legacy_ffbj

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Healing kits are odd
« Reply #7 on: May 04, 2011, 12:44:24 am »


               I only have them drop as special loot.  Like Lightfoot said most PW make their own healing bandages.  Which normally work similar to kits but cannot be used in combat.  At least that's what I have mine do.  Also when you script them yourself you can set whatever parameters you wish.  In other words how difficult disease or poison are to cure, or how much healing they actually do.
               
               

               
            

Legacy_HipMaestro

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Healing kits are odd
« Reply #8 on: May 04, 2011, 02:22:28 am »


               Another advantage of heal kits are that they are not considered magic spells like potions are.  That means if you created dead or wild magic zones in your environment, heal kits will aid a PC while potions will be unusable or unstable. At least, that's the way I've noticed it scripted most often.
               
               

               


                     Modifié par HipMaestro, 04 mai 2011 - 01:25 .
                     
                  


            

Legacy_Guest_Lowlander_*

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Healing kits are odd
« Reply #9 on: May 04, 2011, 03:35:29 pm »


               Kits also don't break stealth, which is great for Wounded Rogues...
               
               

               
            

Legacy_cds13

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Healing kits are odd
« Reply #10 on: May 05, 2011, 09:37:50 am »


               There is something where healing kits can be dangerous to use while in combat: they don't provoke oportunity attacks but if there's a capable enemy (rogues or similar) a sneak attack is dealt.
               
               

               
            

Legacy_cds13

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Healing kits are odd
« Reply #11 on: May 10, 2011, 02:54:24 pm »


               Well, healing kits don't remove any curse, I was reading again the first post
               
               

               
            

Legacy_NWN DM

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Healing kits are odd
« Reply #12 on: May 10, 2011, 05:40:29 pm »


               When I start building my next campaign, Healing Kits will essentially be treated as magical healing items.

When you think about what they essentially do, they probably should be.
               
               

               
            

Legacy_WebShaman

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Healing kits are odd
« Reply #13 on: May 15, 2011, 09:19:20 pm »


               I personally prefer the Healing Kit to be an ordinary kit, supplemented by the Healing skill.  I like the solution of not allowing it to be used in Combat, which makes more sense to me.  I also believe that in PnP it is much more similar to this.

This basically means introducing a "custom healing kit" as has been mentioned above.

This solution makes putting points in Healing worthwhile, without making it game-breaking and supplementing the need for healing potions, scrolls, items, and spells.
               
               

               
            

Legacy_Pstemarie

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Healing kits are odd
« Reply #14 on: May 15, 2011, 10:11:36 pm »


               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.
               
               

               


                     Modifié par Pstemarie, 15 mai 2011 - 09:11 .