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4 months ago ::
Feb 10, 2013 - 6:26AM
#11
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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You could be right, but we have absolutely no way of backing a statement like that up one way or another.
Sure. I have no evidenceexcept what Iobserve on the forums.
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4 months ago ::
Feb 10, 2013 - 7:50AM
#12
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Date Joined:
Feb 19, 2012
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I thought in earlier playtests the heal skill was required to use the healer's kit? That said, I'm glad it's dropped as a requirement. I would like to see a wis (+heal) ability check for treating diseases.
"What's stupid is when people decide that X is true - even when it is demonstrable untrue or 100% against what we've said - and run around complaining about that. That's just a breakdown of basic human reasoning." -Mike Mearls
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4 months ago ::
Feb 10, 2013 - 4:26PM
#13
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I'd like to see a default Wisdom (healing skill) roll to activate a healing die to get someone back in the fight (like the cleric if he's the first to go down) otherwise someone is going to have to have healing initiate as their background to cover that.
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4 months ago ::
Feb 10, 2013 - 4:48PM
#14
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What you have to keep in mind is that no matter whan the Heal skill does, it must be something that can be done without the Heal skill.
Skill in 5e are not the primary means of interaction with the game, that is the abilty check. Skills are small bonuses to those checks.
So it can't have a major 'you need the Heal skill to do this' role. It can only be an additional bonus on rolls.
This greatly limits what it can do.
Carl
Actually, it seems to greatly expand what the Heal skill can do. For example, when you make a save versus the toxic stench of the Troglodyte, it seems you could add your skill bonus to the save against it. Same goes for any ability check.
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4 months ago ::
Feb 11, 2013 - 5:53AM
#15
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Date Joined:
Apr 10, 2009
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What you have to keep in mind is that no matter whan the Heal skill does, it must be something that can be done without the Heal skill.
Skill in 5e are not the primary means of interaction with the game, that is the abilty check. Skills are small bonuses to those checks.
So it can't have a major 'you need the Heal skill to do this' role. It can only be an additional bonus on rolls.
This greatly limits what it can do.
Carl
Actually, it seems to greatly expand what the Heal skill can do. For example, when you make a save versus the toxic stench of the Troglodyte, it seems you could add your skill bonus to the save against it. Same goes for any ability check.
OK - granted.
I'll rephrease.
This greatly limits what it can exclusively do.
The number of things you can come up with to add the Heal skill to as a modifier is nearly infinite and limited only by your (and your DM's) imagination.
Carl
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4 months ago ::
Feb 11, 2013 - 5:57AM
#16
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This greatly limits what it can exclusively do.
Personally, I prefer that. I feel the ability checks should handle *everything*. Skills are just bonuses that kick in whenever they seem relevant.
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4 months ago ::
Feb 11, 2013 - 6:04AM
#17
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Date Joined:
Apr 10, 2009
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This greatly limits what it can exclusively do.
Personally, I prefer that. I feel the ability checks should handle *everything*. Skills are just bonuses that kick in whenever they seem relevant.
I agree completely - I really like the change to a focus on ability checks rather than skills in 5E.
Carl
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4 months ago ::
Feb 11, 2013 - 11:40AM
#18
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Date Joined:
Mar 30, 2007
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The number of things you can come up with to add the Heal skill to as a modifier is nearly infinite and limited only by your (and your DM's) imagination.
I'm all for imagination, but the Heal skill still needs a mechanical framework within which our imaginations can ply it. Right now, the Healer's Kit serves the purpose of the Heal skill quite tidily.
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4 months ago ::
Feb 11, 2013 - 11:48AM
#19
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Date Joined:
Apr 10, 2009
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The number of things you can come up with to add the Heal skill to as a modifier is nearly infinite and limited only by your (and your DM's) imagination.
I'm all for imagination, but the Heal skill still needs a mechanical framework within which our imaginations can ply it. Right now, the Healer's Kit serves the purpose of the Heal skill quite tidily.
The key line (from the Healer's Kit) is:
Using this kit provides advantage on checks made to heal. Using this kit provides advantage on checks made to heal. What are those checks and when do you make them? Whatever those checks are, the Heal skills (used by someone else) ought to help with them.
Personally - I'd be tempted to add something like:
During a rest, you can spend one use of the healer’s kit to allow up to ten characters under your care to spend any number of their Hit Dice. If you have the Heal skill, you can roll your skill die and add the result to the hit points they recover. Your skill die is not available until for any other use for the duration of the rest.
Carl
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4 months ago ::
Feb 11, 2013 - 3:11PM
#20
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Date Joined:
Mar 25, 2007
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hmmm interesting in my reading through the 5e rules, i didnt realise the shift from stat checks to skill checks... i will have to read over that more carefully
my initial feeling is i hope skills are still worthwhile... I want meaningful choices, not just defaulting to stats all the time...
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