In order to heal another party member, you must expend bandages (or healing herbs) to heal them. You heal them 1d6 + your Intelligence modifier and the healing item is consumed. Your character can also be trained in the arts of healing, either as a class feature or as training that can be purchased in downtime (similar to weapon training, or studying for new spells). Every time you train your healing, you can increase the amount you heal by +1.
Certain hazards, rusted blade-traps, the undead, and complex injuries become aggravated. This means that the injury deals its normal Hit-Points effect of damage, but any healing roll made to heal that character is now made at a minus, and subtracts the amount you heal with your healing action by that amount. For example, a triangular bayonet is very difficult to stitch up, and has a aggravated wound value of -3, the touch of a Wight would be -7. This means that attempting to heal it while unskilled can actually make it worse. (This acts as an incentive to have dedicated healing-focused characters to be able to safely restore health, and reduce healing effectiveness overall).
Additionally, certain items like healing potions and food heal when consumed, which do not trigger aggravated wounds. Regular rations consumed on a short rest restore +1 Hit-Points. This means that even if you're cursed and burned with acids and all other sorts of shit, you can still recover a little bit of HP in a safe if time-inefficient way.
This system is the trimmed down version of this.
You might want to consider labeling what system your stuff is for, both for SEO purposes and just for general usability purposes. It took me a bit of reading this before I honed in on "short rest" and figured "Oh, this is a D&D 5e" thing and not an OSR or 3.X/Pathfinder 1e thing. And even then, I don't know Pathfinder 2e at all but it does use short rest as a term.
ReplyDeleteAll of these games have very different (within the limits of being D&D or knock-offs) rpgs have different assumptions regarding how many hit-points you have, how fast you get them back, how fast you lose them, and the consequences of losing them that would impact the size of the die you'd want to use if you used this rule or whether you'd want something like this at all.
And, to be honest, I'm only assuming its 5e D&D and not one of literally hundreds of other games because you're using the words Intelligence and Hit Points (which mostly narrow it down to some version of D&D), Short Rest (which mostly narrows it down to games published after 2008 when 4e started using the term), and because 5e's pretty popular. None of those things are really a lot to go on.
Sorry nothing
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