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Post by Admin Pete on Mar 27, 2018 10:38:11 GMT -5
I have never had healing kits in the game that players could buy although to me it makes since that there would be same basic supplies they could buy even in a decent sized village and in towns maybe some things beyond just basics.
So I was wondering, do any of you use something like this and, if so, what would it contain? Or alternatively, what kinds of individual items could the players buy? Do you have any more advanced healing things the players can buy? Do monasteries (if you have them) sell healing potions to supplement their income?
Just curious what variety is out there.
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Post by Hexenritter Verlag on Mar 28, 2018 0:58:49 GMT -5
No, but my players can go buy healing from a local herbalist or healer; or if they are a healer go find local healing herbs. A trained healer would develop their own kits or find needed items from the wild if available.
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Post by True Black Raven on Mar 28, 2018 9:03:19 GMT -5
Disclaimer: the following is for entertainment purposes, please do not try these.
IMC the players can buy things for medical purposes. A few of these are
This group is 1 SP each This group is 1 GP each
1 SP one week supply Dried watercress to supplement the diet of adventurers
1 GP 6 inches wide by 5 feet long Clean bandages wrapped in oilcloth
Other salves, poultices, and concoctions may be available.
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Post by captaincrumbcake on Mar 28, 2018 10:02:14 GMT -5
I'm inclined to consider Healing Kits as a basic aspect of the game. It would clearly take some of the strain off cleric players, allowing them to develop the kind of cleric they wish, instead of just being the curewounds-bot.
Rangers should be able to put together such a kit in the wilderness. Dwarfs, within the mountains. Elves, within their homeland forest. Hobbits, within the meadows.
Such kits are very limited though; one shots since all the ingredients are consumed in some way. I would consider allowing 1 hit point per character level/per dose building the kit; and limiting the # of doses due to space, attrition, etc.
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Post by robertsconley on Mar 28, 2018 10:29:26 GMT -5
I have magic items shops in my Majestic Wilderlands settings. But healing potions are a high priced luxury items worth a years wages of an ordinary labrorer (500d). Over time I developed a list of Herb and Elixirs that are more inexpensive. Magic Items Price ListHerbs and Elixirs
Refereeing Adventures in Middle Earth has given me some ideas that I am working on to tweak the Herbs of Elixirs especially for outright healing.
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Post by Deleted on Mar 28, 2018 12:17:01 GMT -5
Ever since I'd heard of the real life bandager's box being available in medieval times, I have permitted players to buy them. 1-3 uses for 1d4 hp - only usable once per encounter.
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Post by True Black Raven on Mar 28, 2018 13:02:22 GMT -5
Ever since I'd heard of the real life bandager's box being available in medieval times, I have permitted players to buy them. 1-3 uses for 1d4 hp - only usable once per encounter. What was inside the real life bandager's box?
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Post by Deleted on Mar 28, 2018 13:13:41 GMT -5
Bandages, Suturing Needles, Cutgut, a Probe, and a Scalpel. Cost is around 10sp.
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Post by True Black Raven on Mar 28, 2018 13:35:23 GMT -5
Thank you, that is cool stuff!
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Post by Mighty Darci on Mar 30, 2018 22:03:25 GMT -5
Thanks guys, a lot of good info in this thread.
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Post by mormonyoyoman on Mar 30, 2018 22:35:24 GMT -5
HEALING KITS (number appearing: 1d4-1d2; never found in a lair) Small purring kittens which carry innate Cure Nasty Bruise auras and, if eaten, (70% of the time) heal grievous wounds up to and including Raise Very Recently Dead. (3d6 HTK restored, roll Save vs Brain Damage or suffer amnesia, requiring completion of A Quest to restore memory and personality.)
Healing Kits have a natural armor class of boiled leather (with a touch of cayenne pepper) based on their static fur and quick reflexes. It is considered bad luck to kill a Healing Kit, and definitely ill-mannered.
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Post by mao on Oct 10, 2018 8:57:27 GMT -5
Bump
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Post by ripx187 on Oct 11, 2018 18:19:57 GMT -5
I really don't know what hit points are. I know that if you lose too many during one attack or pitfall that you are injured. I also know that if you are reduced to 0hp and hit again that that attack results in injury as well. An injury is a serious problem! I really dig that OD&D slows Cure Light Wounds down. I can see this aiding an injury to heal faster. I kind of leave this stuff up to the players to figure out, some see the reduction of hp as cuts and bruises while others see them as loss of vitality, either way, rest slowly recovers them, BSing the DM can recover them a bit faster, but as a general rule healing kits or remedies function at half the strength of Cure Light Wounds. If someone is severly injured, this injury is identified and becomes a problem solving issue. If Cure Light Wounds is used on a broken bone that hasn't been reset yet, this is bad. Sounds grizzly but most of my players have some sort of background in the medical field and we love this kind of stuff.
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Post by mao on Oct 13, 2018 9:20:07 GMT -5
Disclaimer: the following is for entertainment purposes, please do not try these. IMC the players can buy things for medical purposes. A few of these are This group is 1 SP each This group is 1 GP each 1 SP one week supply Dried watercress to supplement the diet of adventurers 1 GP 6 inches wide by 5 feet long Clean bandages wrapped in oilcloth Other salves, poultices, and concoctions may be available. Wow , Din't read this one! Have an Exault!
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Post by True Black Raven on Oct 21, 2018 20:48:01 GMT -5
Disclaimer: the following is for entertainment purposes, please do not try these. SNIP Wow , Din't read this one! Have an Exault! Thanks! mao!
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Post by Harry Wolf on Oct 28, 2018 19:36:46 GMT -5
That is good usable stuff, thanks!
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Post by Hexenritter Verlag on Nov 16, 2018 13:44:15 GMT -5
In my revised ‘World of Skârn’ there will be variety of healing aids. Since their will be no clerics and paladins in the setting there are magical healing herbs, mage-tech prosthetic limbs and items and even symbiotic items that replace lost body parts. There are healers but they use herbs, mage-tech or magic channeled via nature depending on their training. Healing kits usually have magical herbs, fungi and berries; plus bandages but they are very expensive. Mundane kits have bandages, mundane healing herbs and medicine that help dull pain or act as antidotes to various kinds of animal venom.
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Post by Warrior Twin Two on Nov 16, 2018 17:57:14 GMT -5
Great stuff!
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Post by True Black Raven on May 18, 2019 20:19:38 GMT -5
I really don't know what hit points are. I know that if you lose too many during one attack or pitfall that you are injured. I also know that if you are reduced to 0hp and hit again that that attack results in injury as well. An injury is a serious problem! I really dig that OD&D slows Cure Light Wounds down. I can see this aiding an injury to heal faster. I kind of leave this stuff up to the players to figure out, some see the reduction of hp as cuts and bruises while others see them as loss of vitality, either way, rest slowly recovers them, BSing the DM can recover them a bit faster, but as a general rule healing kits or remedies function at half the strength of Cure Light Wounds. If someone is severly injured, this injury is identified and becomes a problem solving issue. If Cure Light Wounds is used on a broken bone that hasn't been reset yet, this is bad. Sounds grizzly but most of my players have some sort of background in the medical field and we love this kind of stuff. I missed this the first time around. Set the bone, then the healing spell! Got it!
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Post by True Black Raven on May 18, 2019 20:21:52 GMT -5
In my revised ‘World of Skârn’ there will be variety of healing aids. Since their will be no clerics and paladins in the setting there are magical healing herbs, mage-tech prosthetic limbs and items and even symbiotic items that replace lost body parts. There are healers but they use herbs, mage-tech or magic channeled via nature depending on their training. Healing kits usually have magical herbs, fungi and berries; plus bandages but they are very expensive. Mundane kits have bandages, mundane healing herbs and medicine that help dull pain or act as antidotes to various kinds of animal venom. These are great ideas, I missed these too!
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Post by Hexenritter Verlag on May 19, 2019 13:40:31 GMT -5
In my revised ‘World of Skârn’ there will be variety of healing aids. Since their will be no clerics and paladins in the setting there are magical healing herbs, mage-tech prosthetic limbs and items and even symbiotic items that replace lost body parts. There are healers but they use herbs, mage-tech or magic channeled via nature depending on their training. Healing kits usually have magical herbs, fungi and berries; plus bandages but they are very expensive. Mundane kits have bandages, mundane healing herbs and medicine that help dull pain or act as antidotes to various kinds of animal venom. These are great ideas, I missed these too!
Yes there will be undead but I'll likely fuse the Cleric spell lists into the M-U ones. I might reskin Clerics as warrior-Mage monster hunters with undead Hunters aligned to Law or Lawful outer being & granted Turn Undead. I'll add limits to armor & certain weaponry more to show focus of their split study. Levels 1-4 they can wear no-armor or light armor and cannot use shields when casting spells or using Turn Undead. I am still thinking about this. I want semi-divine powers but no organized religions as the world will be post apocalyptic with lingering remnants of magical powered technology (Magi-Tech) & spell based magic. Some peoples have devolved or reverted to barbarism, banditry or piracy, where as they are small nodes of magi-tech based civilization between the monster & barbarian plagued wilds.
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Post by Deleted on May 25, 2019 3:05:39 GMT -5
I don't have magic shops in my setting. Sometimes a vendor will have a potion or something like that, but that comes rarely. Mages and alchemists are really mistrusted and they tend to hide and clerics (with spell ability, that is) arent' that common. Most magics are a thing of the past or of isolationist people who care to study old books. So, to answer your question, that's why I have salves and herbal remedies to cure wounds as a little help. They cure 1-3hp and can only be used once per day, and have to be done while resting (i.e. not during combat). I can't imagine someone suturing his or her wounds in the middle of a fight I also like that Cure Light Wounds in OD&D is something that takes effect during a whole turn and not in a combat round. It allows things not to get over the top.
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Post by Deleted on May 25, 2019 9:35:50 GMT -5
I use witches IMC, though they are not the usual wart-nosed, pointy hat wearing hags they are often depicted in fantasy literature as.
These are village healers, working for the common folk. They use herbal and homeopathic type salves and lotions (etc.) to heal players. Witches are rarely found in large communities, preferring to minister to the "little people" of the world; though most will help player-characters if asked.
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Post by The Perilous Dreamer on May 25, 2019 21:23:41 GMT -5
I do not have magic shops either, their are not enough magic-users and clerics to stock such a thing. You can go straight to the source and get somethings for a high price or a large donation depending on where you are going (and other factors).
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Post by Deleted on May 26, 2019 1:44:33 GMT -5
I do not have magic shops either, their are not enough magic-users and clerics to stock such a thing. You can go straight to the source and get somethings for a high price or a large donation depending on where you are going (and other factors). Yes. In my world those kind of services are really expensive because they are uncommon. There are some sacred days throughout the year depending on the kingdom, barony, town, in which the prices for religious services may drop prices, but not more than 50%. I choose to do this this way not only because I don't like too much magic in my campaign world, but also because of internal cohesiveness (not looking for realism, mind you).
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Post by Hexenritter Verlag on May 28, 2019 15:59:19 GMT -5
I use witches IMC, though they are not the usual wart-nosed, pointy hat wearing hags they are often depicted in fantasy literature as.
These are village healers, working for the common folk. They use herbal and homeopathic type salves and lotions (etc.) to heal players. Witches are rarely found in large communities, preferring to minister to the "little people" of the world; though most will help player-characters if asked.
I'll be incorporating a similar witch in my revised Xôðûn setting which will be a more humorous & gonzo setting.
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Post by mao on Jun 1, 2019 9:39:06 GMT -5
I had a chain store for magic items, "Adventurer Outfiters"
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