| Post/Author/DateTime | Post |
|---|---|
| diegosephroth02-25-07, 11:06 AM | ok, I'm beggining a no-magic campaing, and thus, working on some variant rules to make game more fluent and to create more possibilities for my players. The one thing I'm concerned is with healing. I know life without clerics is tought, but I really don't wanna extremely extend the length of all sessios with players sleeping, and then I saw this woodland healing ability on warcraft books. It's a ranger ability. It searches for brancehs and stuff for one hour and make this herb based stuff that heals for an amount equal to his heal check-10. Once per day only for each character. I found that quiet reasonable since there will be a full ranger in the party. I also know that the neverwinter nights use a diferent system with heal and healing kits, healing an amount of hp also(not only when resting)... does anyone know how it works properly? |
| emagius02-25-07, 11:21 AM | You might want to look at Unearthed Arcana's Reserve Points variant. (Also available at http://www.d20srd.org/srd/variant/adventuring/reservePoints.htm .) |
| Magrus02-25-07, 11:24 AM | I also know that the neverwinter nights use a diferent system with heal and healing kits, healing an amount of hp also(not only when resting)... does anyone know how it works properly? I don't know the pricing on things to be honest. However, the basics of using them without including cost is really simple. Each kit has a +# to it. So a +1 kit would cost X gp. You would then use the +1 kit, and make a d20 roll with your heal ranks+modifiers adding in the healer kit bonus. So, your char has 16 Wis and 8 ranks heal, with a + 1 kit. His mod is now a +12 on top of the d20 roll. The result is what is healed. If you roll an 8, you heal 20 HP worth of damage. The kit is used up, and you now need a new one. |
| celloshane02-25-07, 12:03 PM | I would suggest you look at the variants in Unearthed Arcana. Vitality and Wound points or the Reserve point system, sound like what you're looking for. I prefer the Reserve points since they are less complicated. Also, consider converting some minor magic into high level alchemy. Change a Cure Light wounds Potion into an alchemical elixir and you have a treasure or reward that any mid-level character would love to get his hands one. A jar of Keoghtom's Ointment becomes a great treasure that even a level 15+ character would go out of his way to receive. I would convert all potions and some consumable items that have internal magic effects into wondrous alchemy items, and multiply the market price by a factor you choose. 25 seems like an appropriate factor to me; thus an alchemical potion of Cure Light Wounds would be worth 1250gp, a weighty purchase for even a standard character of 10th level. I would assume that since you're running a no magic campaign, the wealth scaling would be modified so you may want to tweak that to suit your purposes. |
| Darth Sephiroth02-25-07, 02:50 PM | Also look through Complete Warrior, there are a few variants in the Warrior Campaign stuff |
| diegosephroth02-25-07, 09:11 PM | I don't know the pricing on things to be honest. However, the basics of using them without including cost is really simple. Each kit has a +# to it. So a +1 kit would cost X gp. You would then use the +1 kit, and make a d20 roll with your heal ranks+modifiers adding in the healer kit bonus. So, your char has 16 Wis and 8 ranks heal, with a + 1 kit. His mod is now a +12 on top of the d20 roll. The result is what is healed. If you roll an 8, you heal 20 HP worth of damage. The kit is used up, and you now need a new one. isn't a kit worth 10 usages? Also, consider converting some minor magic into high level alchemy. Change a Cure Light wounds Potion into an alchemical elixir and you have a treasure or reward that any mid-level character would love to get his hands one. A jar of Keoghtom's Ointment becomes a great treasure that even a level 15+ character would go out of his way to receive. I would convert all potions and some consumable items that have internal magic effects into wondrous alchemy items, and multiply the market price by a factor you choose. 25 seems like an appropriate factor to me; thus an alchemical potion of Cure Light Wounds would be worth 1250gp, a weighty purchase for even a standard character of 10th level. I would assume that since you're running a no magic campaign, the wealth scaling would be modified so you may want to tweak that to suit your purposes. any tips for craft alchemy dc of this stuff? I thought about a DC considering the skill a spellcaster would have to create the potion, very similar to an epic spellcasting DC I saw around: the craft DC would be 10+maximum ranks a spellcsater creating that item could have. Ex: Moderate Elixir of Healing(similar to potion of cure moderate wounds)- Craft DC: 10+6 (2nd level spell, cleric should be CL3 minimum, knowledge skill 6 ranks). Heals for 1d8+ranks in craft alchemy?(max 5) MP 500gp Seems fair to me |
| celloshane02-26-07, 10:31 PM | I really don't have enough information about this campaign to begin dertimine the appropriate DC. One one hand, the DM wants to eliminate magic which suggests that a very high DC should be used. One the other hand, he wants healing to be more available, which means lowering the DC. OFf the cuff, how about this; For healing items a DC of 15 +(spell level * intended Caster Level) and for items that don't heal 20 +(spell level * intended Caster level). Giving a Achemical CLW of 1st level a DC of 16 and an alchemical Bull's Strength a minimum DC of 26. |