View Full Version : make heal skill more useful?
A little suggestion to make the heal skill just a little more useful.
make it increase city/tavern regeneration (either faster rate, or larger amounts). The higher the heal the faster/more you recover.
In addition, with higher heal scores, give a small passive hp regeneration ability. Or perhaps increase the rate at which stat, death, or other negative affects regenerate.
Surrealistik
11-11-2009, 01:53 AM
A little suggestion to make the heal skill just a little more useful.
make it increase city/tavern regeneration (either faster rate, or larger amounts). The higher the heal the faster/more you recover.
In addition, with higher heal scores, give a small passive hp regeneration ability. Or perhaps increase the rate at which stat, death, or other negative affects regenerate.
With the exception of passive HP regeneration, I like this; it should also bolster in city/tavern SP regeneration, and should extend to party members. Ultimately though, more than this is needed, as neat a peripheral detail as it is. A prior thread mentioned the idea of allowing the skill to actually restore HP and remove debuffs/status effects via use of heal kits when the target was not in combat (not performing hostile actions or taking damage/subject to hostile spells).
Aranticus
11-11-2009, 02:46 AM
A little suggestion to make the heal skill just a little more useful.
make it increase city/tavern regeneration (either faster rate, or larger amounts). The higher the heal the faster/more you recover.
In addition, with higher heal scores, give a small passive hp regeneration ability. Or perhaps increase the rate at which stat, death, or other negative affects regenerate.
unless this boost is going to be huge, it will still be faster to buy food and drinks at the tavern. in short, still not worth it
i'd suggest that it can be used x number of times to help recover hp in quests. this would make it more useful
Mentor
11-11-2009, 11:57 AM
I also agree.
Currently many classes have enhancements that increase the amount of hit points you are healed for by 10, 20, or 30%. This is very nice, but a character with a high heal gets the same healing from a heal spell as one with a low heal, all other enhancements and items being the same.
How about this idea: every 1 point of heal increases the amount of hit points you are healed or that you cast heal for if you are casting by 0.1%. So if you have a heal of 40, and you would normally get healed for 30% more, you would instead be healed for 34%. In addition, if the cleric, bard or FvS healing you also had a 40 heal, or if you were healing yourself, then you would be healed for 38%.
I feel this would give the skill a little extra usefullness and desireability, without making it over-powered.
Mentor
Surrealistik
11-11-2009, 10:01 PM
A couple of things the heal skill should do:
A: Increase passive health and mana regen rates party wide in civilized areas/taverns.
B: Passively improve recovery rates for debuffs (at the very least for certain non-magical debuffs like Hamstring).
C: Allow a character to utilize Healer kits to restore a player's HP, and actively remove status effects and debuffs when both are out of combat. A status effect's DC to cure would generally scale with its initial save DC, or the HD (caster level in the event of a magical effect) of the monster responsible for the affliction + 11. The amount of HP restored depends on the result of the Heal check.
D: Heal skills for different party members stack for the purposes of improving passive heal, hp restored per rest and regeneration rates, but diminishing returns should apply.
E: Minor buffs to HP restored by healing spells as mentioned.
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