I was curious if we could a general to all classes medicine skill. We have aid which will stop someone from bleeding to death, but nothing to actually treat wounds.
Said person with the medicine skill, or perhaps physician skill could "treat" someone for say 5 - 7% once in a game day. Provided they have your standard bandage
To cure more would require a another skill. Perhaps herblore or a feat spent in medical knowledge could heal more or cure normal sickness, some poisons and so on.
The medicine skill would be avilable to any class to dabble in, the enhanced version would only go to logical classes. Priests, druids, rangers and so on. Of course if you fail at eaither skill there is a chance you could inflict something nasty on someone, so you had best know what you are doing!
This would be handy to have when all those people start getting pnumonia from standing out in a snow squall in there skivies chatting away like it was nothing. =p
medic/medicine/treat
- Andreas
- Sword Grand Master
- Posts: 720
- Joined: Fri Aug 01, 2003 4:55 am
- Location: Mobile, Alabama
- Contact:
RE: Healing/Herbalism
Healing and Herbalism are existing skills in the 2nd Edition rules. In 3rd Edition, it seems Herbalism goes away but is possibly replaced with Knowledge: Nature.
I think these skills would be great additions to the game. It would give Clerics, Druids, Rangers and Paladins (the standard classes to whom these skills are available) an oppurtunity to tend to the wounded without the need for mana usage. Include the bonuses from banages and healer kits and a skilled healer could effectively cure as much as a Cure Light Wounds spell.
Of course, I'm thinking about all the wonderful RP oppurtunities that would come with these skills and their application!
Helm keep thee.
- Andreas
- Sword Grand Master
- Posts: 720
- Joined: Fri Aug 01, 2003 4:55 am
- Location: Mobile, Alabama
- Contact:
RE: Healing/Herbalism
*chuckle* Yeah, I know about the bandages. But with the Healing skill, the bandages become even more effective.
Interjecting a little bit of realism here, how many people really DO have an understanding of basic, intermediate and advanced lifesaving techniques? I think a Healing skill would help make these differences a bit more noticeable in the game. Sure, anyone can slap a Band-Aid (TM) on a cut, but how many know how to treat a sucking chest wound or perform CPR? Certain classes should be able to "specialize" in treating wounds with greater effectiveness than the average person.
My mother is a nurse (RN with ICU and CCRN certifications) and I was an EMT. I quit because I just couldn't emotionally handle the trauma I had to deal with on a nightly basis. However, working in the restaurant industry, you'd be surprised at how many accidents happen and how very few people know how to properly respond with even the most basic care.
Maybe instead of another skill (although I still think it would be nice to have the Healing Skill to add to the healing amount done by bandages and the Herbalism skill for finding healing plants and processing them into healing salves/poultices) some healer kits could be added to the game that are a little bit more effective than the current bandages?
Helm keep thee.
Playing a druid I carry around healing poltice and bandages just for rp purposes I thought I had read someplace that one of them was to powerful or being abused and taken out of the game. Can't remember exactly at the moment. So I have never actually used them only have rped the use. I would love to see more of these go into affect I think it would help a great deal with rp and when you run out of mana that little bit may help keep someone alive.
As in the Poison post in the general forum. If a varient of poisons are made then an equal variant of healing kits for each poison type would be equally appreciated. So as not to compete with the general "remove poison" spell.
With an eventual conclusion that instead of a kit, a PC would gather supplies(much like spell components) and would make the kit themselves according to the poison. With he kit only lasting a game hour or two before it became useless so as to promote the RP with the few that posses the knowledge.
Disease can be treated the same way. From mummy rot to plague, all having their seperate way of treating the afliction.
With an eventual conclusion that instead of a kit, a PC would gather supplies(much like spell components) and would make the kit themselves according to the poison. With he kit only lasting a game hour or two before it became useless so as to promote the RP with the few that posses the knowledge.
Disease can be treated the same way. From mummy rot to plague, all having their seperate way of treating the afliction.