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healing kits Posted: 04 Sep 2003 01:15 PM |
Any chance we can make it so using your healing kits actually checks your healing skill and heals accordingly?
I have a zero healing skill, but can heal nearly 30hps with a kit, in less casting time than any of my heal spells. Now that healing kits are readily available at a merchant I wonder if healing spells will become obsolete.
Pokeundi
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Re: healing kits Posted: 04 Sep 2003 02:01 PM |
Hi Poke
We can certainly try....... The last thing we want to do is remove the need for spellchuckers who can cast healing spells and such. One option might be to look into the skill check as you mentioned. Another would be to raise the price a little on the kits.
We'll only be selling the +1 and +3 variants through merchants anyway (+3 being more rare and expensive)....... We won't be selling +10's and such, those will have to be found.
But anyways....... good point so thx for bringing it up. What do you other folks think?
Arathon
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Vives Screenshots!
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Re: healing kits Posted: 04 Sep 2003 02:10 PM |
I agree I think we should have to use our heal skill, elsewise I have been wasteing skill points on heal thinking that it actually does something.
-Calmeir |
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Re: healing kits Posted: 04 Sep 2003 02:29 PM |
Any chance we can make it so using your healing kits actually checks your healing skill and heals accordingly?
I have a zero healing skill, but can heal nearly 30hps with a kit, in less casting time than any of my heal spells. Now that healing kits are readily available at a merchant I wonder if healing spells will become obsolete.
Pokeundi
I always thought it did take into acount your healing skill. I havn't paid to much attention to the numbers lately, but in the past I've seen it either 'take20+Heal Skill Rank+Kit strength' if you are out of combat, or 'd20+Heal Skill Rank+Kit Strength.' Which means for Wendelyn (with 8 pts in heal, plus 1 for her wisdom modifer) does 30pts (20+9+1) with a +1 heal kit outside of combat, and anywhere from 11 to 30 in combat, where as someone without heal skill would have a minimum of 2 hp healed with a heal kit +1. With that in mind, having someone that can cast healing spells on people in combat would be more benificial then using heal kits.
One thing that might make sense as a possible option is to increase the time it takes to apply a heal kit to two or three rounds, if its possible of course
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~Alosynth
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Re: healing kits Posted: 04 Sep 2003 02:40 PM |
| As somebody who has seen the other side due to a bad heal roll in combat... I can tell you that most definitely the heal skill is used, via actual rolls during combat and take 20 when not fighting. |
Question Authority! |
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Re: healing kits Posted: 04 Sep 2003 02:43 PM |
I agree, my character has failed as often as she has succeeded, with those kits.
And now she has to find out where to buy them. *evil grin*
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Dieties preserve us from the evil chaotics named Lag, Crash, and Server Reset. PCs: Loli Dankirk (Ftr 18/Brd 8.5 @ 1777 hrs) left Vives for Origins; Gnora Gnombody (Sor 5 @ 54 hrs) and Amanda Stark (Wiz 3 @ ~10 hrs) left Vives for Feline Providence. |
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Re: healing kits Posted: 05 Sep 2003 05:53 PM |
hmm.. maybe there is a roll, but it seems like I remember it being vs. dc 0. In either case, with zero healing skill, i can heal at minimum it seems over 20hps every time.
One possibility I was thinking is only allowing healing kits to be used in non combat situations. It seems that applying bandages, etc to heal wounds during combat would be next to impossible, somewhat akin to not being able to change armor in combat. This would put some reliance on magic, either potions, or your friendly spell casting healer when you went into combat.
I guess I'm just bringing this up, because I really don't feel like my healing spells are really usefull at all. I rarely use them in combat becuase other people just use a healing kit or potion on themselves once they get down to about half life, and I even find myself using these options as well, as there is no chance for interruption during spellcasting, and I can heal as much or more than most of my spells.
It would be nice if people actually had to seek out healing classes ( and this will be easier when the server population steadies at 10 to 15 at all times) before they went on a dangerous expedition. I know that I personally, being a fairly weak (as in hps and ac) bard, make a point of seeking out Grak and Calmeir or others before I go someplace dangerous, but I think, and could be wrong, that most mid to high level warriors and mages don't really rely on anyone else as they can take abuse and heal themselves with relative ease during combat. Fear, it seems, is the only death potential that a lot of classes face once you have sufficient hps to take a few hits.
Just saying this, because I like a challenging game, one that has risk, and forces cooperation. And readilly available, easy to use healing kits seem to counter these elements.
Thanks,
Poke
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Re: healing kits Posted: 05 Sep 2003 06:23 PM |
While I do like the idea of having healing kits, I'd have to agree that the way they are currently designed doesn't really work all that well for a high focus rp environment. Nor does it help focus on the need for clerics in many parties. Obviously, this is not real world, and we shouldn't try to apply all rl facts into the game, but I look at a healing kits about the same way I would look at a field kit held by a combat medic in world war II. It did not heal people, but was designed to only stabilize them, or dull the pain enough, before they were brought to an aid station. Unless the healing kits IG have some spells cast upon them that heal the character, or have some herbs that do the same, I would like to see them heal extremely lightly, or just stabilize a victim that is dying. That or as someone mentioned above, require 2 to 3 rounds to apply. Again, it makes the clerical class much more important....which of course I would like since I play a cleric ;).........and it adds some realism to injury treatment.
Coruva |
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Re: healing kits Posted: 05 Sep 2003 06:39 PM |
One possibility I was thinking is only allowing healing kits to be used in non combat situations. It seems that applying bandages, etc to heal wounds during combat would be next to impossible, somewhat akin to not being able to change armor in combat. This would put some reliance on magic, either potions, or your friendly spell casting healer when you went into combat.
I like this idea a lot. I'll see if I can muster up anything this weekend while I'm in the toolset.
-Q
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Re: healing kits Posted: 05 Sep 2003 08:14 PM |
hmm.. maybe there is a roll, but it seems like I remember it being vs. dc 0. In either case, with zero healing skill, i can heal at minimum it seems over 20hps every time.
Ah.. the DC check you see has to do with the other function of healing kits. They of course heal hp's based on your skill, the kit used, and the roll or take 20. But this number can also be used in an attempt to remove a disease or poison. If the PC you attempt to heal is poisoned or diseased, you not only heal the the hp's for your modifiers etc, but you use that same result as a check against the DC of the poison or disease with which they are infected. For example, alot of spiders poison has a DC of about 26, so a PC with good heal skill can cure that poison (and possibly the affects) by beating that DC, which is easy if they have the take 20. Hope that clears it up for you
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~Alosynth
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Re: healing kits Posted: 06 Sep 2003 08:03 AM |
I certianly want healers to feel needed in Vives, but I really don't feel like there is an abundance of healing materials available in the world, let alone an over-abundance. I seldom have any healing items at all with me due to the scarcity of them. In single-player games I seldom even carry bandages because they are both slower and less dependable than potions during combat. Even with potions a fighter can get hit almost hard enough to undo all the healing gained, because of the lapse in concentration on the battle while using the potion. I think perhaps each of the classes looks easier to play from the outside. I know I have a tendency to feel that way about magic-users and thieves, that they can pretty well do without fighters, yet they probably don't feel that way. :)
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Dieties preserve us from the evil chaotics named Lag, Crash, and Server Reset. PCs: Loli Dankirk (Ftr 18/Brd 8.5 @ 1777 hrs) left Vives for Origins; Gnora Gnombody (Sor 5 @ 54 hrs) and Amanda Stark (Wiz 3 @ ~10 hrs) left Vives for Feline Providence. |
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