Difference between revisions of "Healing PF2"
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'''Healing''' is slightly nerfed in Hökaland because Pathfinder 2 doesn't support attrition in games through continued use of the [https://2e.aonprd.com/Actions.aspx?ID=57 Treat Wounds] activity. Please note that these rules are still work in progress and your feedback is welcome. | |||
== Original rules == | |||
You can heal through: | |||
* '''Magical healing''' - Mostly unchanged | |||
* '''[https://2e.aonprd.com/Equipment.aspx?ID=25 Healer's Tools]''' - Nerfed | |||
* The '''[https://2e.aonprd.com/Actions.aspx?ID=57 Treat Wounds]''' activity - Nerfed | |||
* The '''[http://2e.aonprd.com/Feats.aspx?ID=771 Continual Recovery]''' feat - Nerfed | |||
* '''[https://2e.aonprd.com/Rules.aspx?ID=534 Resting]''' - Slight buff | |||
* '''[https://2e.aonprd.com/Rules.aspx?ID=474 Long-Term Rest] - Slight buff | |||
Related: | |||
* '''[https://2e.aonprd.com/Rules.aspx?ID=376 Death, wounds and dying]''' - Unchanged, but harder to heal | |||
== Magical == | |||
'''Core rules:''' Magical healing recoved a HP deficit up to full HP pool. | |||
Other than allowing a receiver of magical healing to direct healing towards its wounds, '''there are no changes to this rule'''. | |||
'''However:''' If a character wants to play a character with '''Lay on Hands''' or '''Goodberry''', this section will have to be revised. | |||
== Healer's Tools == | |||
'''Core rules:''' Used for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. | |||
The game mechanic is unchanged, however the kit comes with '''charges''' for things like herbs and bandages. A new kit comes with 5 charges at purchase (5 or 50 gold as normal). Additional charges cost 1 silver each, regardless of tool quality. Up to 10 charges can be fit into the kit without the use of additional bulk. A separate pack with up to 15 charges equates to 1 bulk. | |||
== Treat Wounds == | |||
'''Core rules:''' Activity if you have Healer's Tools to spend 10 minutes treating a wound, doing a Medicine check at DC15 (typical) to heal 2d8 HP. 4d8 if criticval success and 1d8 damage if fail. Experts or higher can roll a higher DC to heal more HP. If used, it also removes the Wounded condition. After use, the target is immune to Treat Wounds for 60 minutes (including treatment; so not 70 min). | |||
The two main changes are that the '''immune period is increased''' and the '''Wounded''' condition is '''NOT cured''' automatically (se [[#Wounds]]). | |||
After having Treat Wounds applied to a character they gain the Treated 1 condition. Each subsequent Treat Wounds application increase the numerical (Treated 2, Treated 3...). The time of immunity to the Treat Wounds activity is x2 the Treated condition numerical. | |||
''For example, after using Treat Wounds on a character, she gains Treated 1 and a new application can be made after 2 hours. After having a second application of Treat Wounds, she gains Treated 2 and after 4 more hours a third application can be made. After having a third application To make a fourth after 6 additional hours until the next 8 hour rest.'' | |||
If a character does a | |||
Continual Recovery | |||
== Wounds == | |||
'''Core rules:''' If you reach 0HP and are brought back to 1 or more HP, you gain the '''Wounded 1''' condition. If you again reach 0HP, you receive '''Dying 1''' + your Wounded condition. If you have Wounded 3 and reach 0HP, you die. | |||
Each wound represent a real danger and are harder to heal than in the core rules, but the mechanics of ''[https://2e.aonprd.com/Rules.aspx?ID=376 wounds]'' themselves are unchanged. | |||
A wound represent its own HP deficit, i.e. a number of hit points usually needs to be healed to remove the condition. A wound has a HP deficit of 4 x level (min 1), plus the CON bonus. | |||
''For example a level 3 character with a -2 CON bonus would have a deficit of 4 x 3 = 12 with a -2 modifier, resulting in a total deficit of 14 (or "-14 HP") or a lvl 4 character with a +3 CON bonus would have a deficit of 4 x 4 = 16 with a +3 modifier, resulting in a total deficit of 13. When increasing level, old wounds do not have increased HP deficit, but any CON increases or decreases will affect them.'' | |||
When receiving healing, the receiving character can choose how to distribute the HP gain between its main HP pool and any wounds. If any wound has a deficit of 0, the condition is removed. | |||
When performing the [https://2e.aonprd.com/Actions.aspx?ID=57 Treat Wounds] activity on a character, you may choose to cure a wound with a deficit 20hp or lower rather than gaining HP. | |||
{{Roleplaying}} | |||
[[Category:House rules]] | |||
[[Category:Roleplaying]] |
Revision as of 21:14, 12 July 2021
Healing is slightly nerfed in Hökaland because Pathfinder 2 doesn't support attrition in games through continued use of the Treat Wounds activity. Please note that these rules are still work in progress and your feedback is welcome.
Original rules
You can heal through:
- Magical healing - Mostly unchanged
- Healer's Tools - Nerfed
- The Treat Wounds activity - Nerfed
- The Continual Recovery feat - Nerfed
- Resting - Slight buff
- Long-Term Rest - Slight buff
Related:
- Death, wounds and dying - Unchanged, but harder to heal
Magical
Core rules: Magical healing recoved a HP deficit up to full HP pool.
Other than allowing a receiver of magical healing to direct healing towards its wounds, there are no changes to this rule.
However: If a character wants to play a character with Lay on Hands or Goodberry, this section will have to be revised.
Healer's Tools
Core rules: Used for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds.
The game mechanic is unchanged, however the kit comes with charges for things like herbs and bandages. A new kit comes with 5 charges at purchase (5 or 50 gold as normal). Additional charges cost 1 silver each, regardless of tool quality. Up to 10 charges can be fit into the kit without the use of additional bulk. A separate pack with up to 15 charges equates to 1 bulk.
Treat Wounds
Core rules: Activity if you have Healer's Tools to spend 10 minutes treating a wound, doing a Medicine check at DC15 (typical) to heal 2d8 HP. 4d8 if criticval success and 1d8 damage if fail. Experts or higher can roll a higher DC to heal more HP. If used, it also removes the Wounded condition. After use, the target is immune to Treat Wounds for 60 minutes (including treatment; so not 70 min).
The two main changes are that the immune period is increased and the Wounded condition is NOT cured automatically (se #Wounds).
After having Treat Wounds applied to a character they gain the Treated 1 condition. Each subsequent Treat Wounds application increase the numerical (Treated 2, Treated 3...). The time of immunity to the Treat Wounds activity is x2 the Treated condition numerical.
For example, after using Treat Wounds on a character, she gains Treated 1 and a new application can be made after 2 hours. After having a second application of Treat Wounds, she gains Treated 2 and after 4 more hours a third application can be made. After having a third application To make a fourth after 6 additional hours until the next 8 hour rest.
If a character does a
Continual Recovery
Wounds
Core rules: If you reach 0HP and are brought back to 1 or more HP, you gain the Wounded 1 condition. If you again reach 0HP, you receive Dying 1 + your Wounded condition. If you have Wounded 3 and reach 0HP, you die.
Each wound represent a real danger and are harder to heal than in the core rules, but the mechanics of wounds themselves are unchanged.
A wound represent its own HP deficit, i.e. a number of hit points usually needs to be healed to remove the condition. A wound has a HP deficit of 4 x level (min 1), plus the CON bonus.
For example a level 3 character with a -2 CON bonus would have a deficit of 4 x 3 = 12 with a -2 modifier, resulting in a total deficit of 14 (or "-14 HP") or a lvl 4 character with a +3 CON bonus would have a deficit of 4 x 4 = 16 with a +3 modifier, resulting in a total deficit of 13. When increasing level, old wounds do not have increased HP deficit, but any CON increases or decreases will affect them.
When receiving healing, the receiving character can choose how to distribute the HP gain between its main HP pool and any wounds. If any wound has a deficit of 0, the condition is removed.
When performing the Treat Wounds activity on a character, you may choose to cure a wound with a deficit 20hp or lower rather than gaining HP.