Difference between revisions of "Healing PF2"
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Note: Every time a character receives a Wounded X condition, she also receives a Persistent Injury X conditions. | Note: Every time a character receives a Wounded X condition, she also receives a Persistent Injury X conditions. | ||
== Magical == | == Magical == |
Revision as of 20:48, 27 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.
Changes
Two additional HP pools are introduced in an attemt to add attrition into PF2 without clogging it down too much. While not "fun" mechanics, the intentions iat least to make gameplay and planning to acquire resources or rest a modicum more challenging. Wounds, specifically also becomes slightly scarier.
- Hit Points remain unchanged and represents a character's stamina/luck/preserverence in face of pain in a given situation
- Wounds themselves use their normal mechanics in terms of near-death experiences, but each wound needs to be tracked and has its own HP pool (you can really only have 3). If you receive a wound, it's not enough to bandage for 6 seconds; you will need resting or magical healing to remove it.
- Persistant Injuries are introduced to significantly increase the need for healing/resting without significantly impairing PF2's combat balance. After dressing a Wound or providing first aid of some sort to a patient, a bruise, cut or other "persistant injury" remains which needs healing.
Unless stated otherwhere, the norm is that whenever a character receives healing from any source the recepient can choose which of the HP pools she wish to top up.
The Healer's Tools are no longer unlimited in use. They come with charges and can be refilled at a relatively cheap price, but you will have to venture in to civilization to get them!
Important:
- New - Persistant Injury - A limiting mechanic to Treat Wounds and Battle Medicine - Nerf
- Wounds - Nerfed
- Conditions Related to Death and Dying - Unchanged, except Wounded
Healing sources:
- Magical healing - Unchanged
- Healer's Tools - Nerfed
- Administer First Aid - Nerfed
- Treat Wounds - Nerfed
- Battle Medicine - Buffed
- Resting - Buffed
- Long-Term Rest - Buffed
Other:
- Continual Recovery - Unchanged
- Godless Healing - Unchanged
- Medic Dedication - Unchanged
Persistant Injury
Example:
Injury score | lvl/2 | -HP |
---|---|---|
3 | 2 | 6 |
- Gain: Treat Wounds or Battle Medicine. After gaining Wounded X gain X Persistant Injuries
- Lose: Rest/Long Rest/Magic
- To heal: 2D8 HP or 10HP - If healing is not used on other damage, it is lost
- Note: Persistant Injury HP pool reduction is applied after combat has ended, not during
The Persistant Injury condition represents injuries received while adventuring that doesn't immediately go away by kissing it, they can't be remedied quickly without the use of magic.
These injuries are represented by the Persistant Injury condition has a score that increases as the injury/injuries get better, worse or accumulates. Having injuries is a slight handicap and lowers the HP pool by score x 1/2 lvl (min 1hp/condition).
Persistant Injury conditions become apparent after having Treat Wounds or Battle Medicine applied to a character or suffering a Wound. Each application of Treat Wounds or Battle Medicine add one Persistant Injury condition and every time a character receives a Wounded X condition, she also receives a Persistent Injury X conditions. I.e.: A character who has Wounded 1 and Persistent Injury 1 who receives the Wounded 2 condition then receives two more Persistent Injury conditions, totalling at Persistent Injury 3.
A character can reduce her Persistant Injury conditions through Rest/Long Rest or HP gains. When receiving healing or HP gains, the receiving character can choose how to distribute the HP gain between its main HP pool and any Persistant Injury conditions. To remove one condition, use 2 unrolled d8s or 10 HP worth of healing to do so. Any unused healing is lost.
Wounds
- Core rules: If you reach 0 HP and are brought back to 1 or more HP, you gain the Wounded 1 condition. If you again reach 0 HP, you receive Dying 1 + your Wounded condition. If you have Wounded 3 and reach 0 HP, you die.
Example:
Wound | HP deficit |
---|---|
1 | 6 |
2 | 10 |
3 | - |
- Gain: Through being downed (reaching 0 HP)
- Lose: Treat Wounds or Battle Medicine (but it leaves a Persistent Injury). Rest/Long Rest/Magic (no persistent injury).
- To heal: Heal (6 - CON) x lvl (min 5 HP). A Wound can be partially healed (unlike Persistant Injury scores).
Each wound represent a real danger and are harder to heal than in the core rules, but the mechanics of wounds themselves are unchanged.
Each wound is noted separately on your character sheet and has its own HP deficit, separate from your HP pool's. A wound can be healed through applying healing to set the HP deficit to 0 or an effect that removes a Wounded condition.
The size of a wound's deficit is (6 - CON) x lvl (min 5 HP).
When receiving healing or HP gains, 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.
Note: Every time a character receives a Wounded X condition, she also receives a Persistent Injury X conditions.
Magical
- Core rules: Magical healing recover 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 with a focus spell that restores hit points
a character wants to play a character with Goodberry, this section will have to be revised.
- Lay on Hands:
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 10 charges at purchase, regardless of quality. Additional charges cost 1 silver each, regardless of quality. Up to 10 charges can be fit into the kit without the use of additional bulk. If charges are stored in a separate container, 15 charges equates to 1 bulk.
Administer First Aid
- Core rules: Used to Stabilize a Dying creature or Stop Bleeding
There is no specific change to Treat Wounds other than that each such action adds a Persistent Injury condition to the patient.
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 critical 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).
Treat Wounds no longer heals the Wounded condition automatically on a success. Also each application adds a Persistent Injury condition to the patient.
If you choose to increase the DC as per the Treat Wounds activity while exclusively treating Wounds, you may double the amount of bonus HP received.
If the check is a critical success you may choose to use those 2d8 HP as you wish between the regular HP pool, Wound conditions or Persistant Injury conditions without adding any Persistant Injury condition.
Battle Medicine
- Core Rules: Treat Wounds as two actions in combat. Does not remove Wounded conditions.
Instead of 1 day immunity to Battle Medicine, the immunity is 6 hours. Applying Persistant Injury
Resting
- Core rules: 8 hours of rest (interruptions are OK as long as the total is 8) will:
- Regain HP: CON modifier (min 1) x lvl; may be less if resting without shelter/comfort.
- Losing the Fatigued condition.
- Reduce Doomed and Drained conditions by 1.
- Most spellcasters need to rest to regain spells.
- HP gain: CON+1 (min 1) x lvl
- Fatigue: Removed
- Doomed/Drained: -1 each
- Injury reduction: -1
- Luxurious locale: x2
- Able to regain spells
The core rules are used, but add an additional 1HP/lvl. Regained HP is doubled if resting in especially comfortable accomodations, and/or a place with no stress.
Every time the character Rests, the Persistant Injury condition is reduced by 1. If the rest is very uncomfortable or the character is wholly/partly prevented from regaining lost HP, the Persistant Injury reduction likely also doesn't occur (GM's perogative). If a character receives extra HP during a rest because of beneficial circumstances, remove one additional Persistant Injury condition (GM's perogative).
Long-Term Rest
- Core rules: Spend an entire day and night resting to recover CON modifier (min 1) x lvl x 2. Not applicable in Exploration Mode, this is a Downtime Activity.
- HP gain: CON+2 (min 1) x lvl
- Fatigue: Removed
- Doomed/Drained: -2 each
- Injury reduction: -2
- Luxurious locale: x2
- Able to regain spells
The core rules are used, but add an additional 2HP/lvl and Doomed and Drained conditions reduce by 1. Regained HP is doubled if resting in especially comfortable accomodations, and/or a place with no stress.
Every time a character use a Long-Term Rest, the Persistant Injury condition is reduced by 2. If the rest is very uncomfortable or the character is wholly/partly prevented from regaining lost HP, the Persistant Injury reduction likely also doesn't occur (GM's perogative). If a character receives extra HP during a rest because of beneficial circumstances, remove one additional Persistant Injury condition (GM's perogative).
A character may provide Treat Wounds to remove Wounds during a Long-Term Rest; each patient may receive one such Treat Wounds. The better trained a character is, they may apply more Treat Wounds without interrupting their own restful benefits.
- Untrained = 1
- Trained = 2
- Expert = 4
- Master = 8
- Legendary = 12
Other
Continual Recovery
- Core rules: Treat Wounds cause patient to become immune for only 10 minutes instead of 1 hour (only for your Treat Wounds activities; not others patient receives).
No change other than that each application adds a Persistant Injury condition.
Godless Healing
- Core Rules: Battle Medicine has +5 HP healed and 1 hour immunity instead of 1 day.
No change other than that each application adds a Persistant Injury condition.
Medic Dedication
- Core Rules: Extra HP with Treat Wounds or Battle Medicine using higher DCs. Also some healing on temporarily immune targets.
No change other than that each application adds a Persistant Injury condition.
References