| Post/Author/DateTime | Post |
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| #1FoxfaceMay 11, 2010 4:24:06 | I wasn't ever really much for houserules, mechanics-wise. I'd homebrew a setting, but I generally didn't muck with the rules themselves. I mean, the only houserule I used until now in my current game was free Expertise feat at level 5. |
| #2pluisjenMay 11, 2010 4:43:15 | I think the idea is not bad, although you'd have to see it in play to see how it goes. However, I do think the skill check is a bit on the high side; even a really dedicated healer (one with training and an 18 Wis) has a chance of costing the player his surge. A party with nobody actually having a massive Heal bonus will burn through surges like mad, making Heal basically a required skill, along with someone with a massive Wis, because a simple +5 or +6 will still mean you lose a surge a lot of the time. But I also think your premise is wrong. Heal isn't useless, it's on par with all the other skills. It has a bunch of uses (as you mentioned) and it has some Powers that do the same kind of things, only better. This goes for a lot of skills (Stealth is nice, but why bother if you have Invisbility? Thievery is nice, but why bother if you have Knock? Athletics is nice, but why bother if you can fly?) Skills are the things any character can accomplish, and they should be overshadowed by powers, because that is what powers are, specialisation and doing things nobody else can match. Heal is still important for the non-Leaders to give a surge to their fallen leader, can be used to treat disease (something you cannot do with powers), is used in Skill Challenges, can grant you an extra saving throw, plus anything else the DM can come up with (determine cause of death, for example) You can't do those things with Healing Word. So far I've found that players consider Heal one of the better skills to have due to the number of uses they can find for it. Also, Dragonborn are going love the ability to be Bloodied at full hitpoints. +1 to attacks, all the time? Yes please. |
| #3FoxfaceMay 11, 2010 13:50:33 | Hmm, check might be too high? Let's assume someone has great capacity for healing but is not super optimized for it: 18 Wis with Training. At level 1, they have a +9. The DC is 15. On a 6 or better, the target heals. Less than 6, and nothing happens. Even on a 1, he fails by 5 which does nothing. If he's super optimized (18 Wis, Training, Racial Bonus, Background Bonus, Skill Focus), he's at a +16, making it impossible to ever fail the check. He could lose the racial or background bonus and still succeed on anything but a 1. I think the check is fine. Easy enough for anyone who really wants to make sure they do no harm, but hard enough that Training does matter. A group with no one Trained can get by, as long as they have someone who is wise (they just can't unbloody someone in combat). Just like a group without stealth won't likely be sneaking up on anybody. AS for my premise being off, that's fair. The heal skill isn't completely useless. It just seems that there are enough more useful skills that are taken instead, like perception, intimidate, and athletics. And yes, Dragonborn would refuse a band-aid. |
| #4iamlucekMay 11, 2010 14:16:30 | heal skill isn't pointless. I had a cleric (that just died, Corellon rest your eladrin soul) I had my healing word and healing strike but after the 3 heals the only option I had for healing was astral seal. witch requiters that I hit then the person needing healing hits the same target (kinda hard when they're unconscious) so yes the heal skill was a Corellon sent when 2 party members dropped and I couldn't heal them magically.Hmm, check might be too high? Let's assume someone has great capacity for healing but is not super optimized for it: 18 Wis with Training. At level 1, they have a +9. The DC is 15. On a 6 or better, the target heals. Less than 6, and nothing happens. Even on a 1, he fails by 5 which does nothing. and what about the ones like my new gnome bard that have an 8 wis so that at lvl2 he has to roll a 14 or better. perhaps a crit ranking is more in line 10 not dieing any more natural 20 not just stabilized but get a healing serge, natural 1 loose a surge or make a save against death (got to give the out for 0 surges). |
| #5DiachronosMay 11, 2010 15:01:32 | The only problem I see with Heal as it is right now is that the "heal" you perform with it is actually just letting them use their Second Wind without using up an action. If it let them use a surge without wasting their Second Wind (maybe giving it limited uses per target), it'd be a lot better in my opinion. |
| #6pluisjenMay 11, 2010 15:25:34 | Hmm, check might be too high? Let's assume someone has great capacity for healing but is not super optimized for it: 18 Wis with Training. At level 1, they have a +9. The DC is 15. On a 6 or better, the target heals. Less than 6, and nothing happens. Even on a 1, he fails by 5 which does nothing. Yeah, but most character aren't going to have an 18 Wis and training. You are using the Hard DC's for this check, which means that you need a top of the line Wis and training to really be able to hit it. Yet from your description it sounds like something most people should at least be able to have a chance at; I'd go for a medium DC (10 + 1/2 level) instead. It's more in line with the other DCs that 4e uses. |
| #7stargazer_dragonMay 12, 2010 6:32:20 | The only problem I see with Heal as it is right now is that the "heal" you perform with it is actually just letting them use their Second Wind without using up an action. If it let them use a surge without wasting their Second Wind (maybe giving it limited uses per target), it'd be a lot better in my opinion. Though slightly off topic, if the target is down and can't use second wind you can allow the heal to get them to 1 hp, just a idea |
| #8adun_irvingMay 13, 2010 0:48:54 | At higher levels, being Bloodied can be very, very bad for the characters, as more than one monster at Paragon and Epic gain quite the advantage over Bloodied characters. As long as you stay away from things like that that obviously unbalance the game in favor of the monsters, you should be fine, but as others have said the Heal skill does have plenty of uses, and especially for healers, using a Standard Action to pop somebody else's second with with Heal leaves the Minor open to cast a Word spell to heal somebody else, so that's always good. |
| #9stargazer_dragonMay 13, 2010 1:46:07 | you can also use standard to allow second wind then use minor for a healing power to bring there health most of the way back up. Bloodied condition holds a lot of in game effect so would advice against prolonging the bloodied keyword any longer then the game designed it to be unless you cazrefully concider the grand effects it would have |
| #10Neutronium_DragonMay 15, 2010 6:46:24 | > Why stabilize the dying when I could use a power and heal him? You'll be out of powers from time to time - especially at lower levels. Some classes also have a much more difficult time granting extra saving throws. "Trained in Heal" is also among the likely candidates as a prerequisite for feats that affect healing powers. It's certainly called upon for a number of healing rituals, which the cleric gains access to due to his Ritual Caster feature. |