Great stuff, seriously. Honestly, I like the bandages, mostly because I assumed they were primarily geared towards those who couldn't self heal.
It's a viable option that allows one to heal up at a rather minimal cost, while between encounters. I think it's important to note that the higher level you get, the more hp you will have not healed whenever you rest. This leaves a large disparity between your max hp and current hp, right after a rest.
And that presents some problems. Even if you're in a party with a cleric, what's better, that you all heal up with bandages so he can save all his actual cure spells for sticky situations, or for him to burn his spells right after resting?
This offers an affordable way to allow that cleric to save his spells for true emergency situations, while everyone's performing battlefield medicine. Sure, it'll increase time for resting, but big deal. I'm not a hardcore grinder, and typically like pit stops if I'm with a group that wants to Roleplay. And hell, people with high Heal skills now have even more reason to Roleplay that, since there's a dramatic difference outside of combat when they're using bandages.
Previously, kits were usually used in combat, and people didn't have time to RP that effect.
I enjoy the new system a great deal more.
One thing, though. I was wonder, is it possible to script it so it gives you a bit higher of a heal on the first tick, and then moves to a Heal over Time effect? Not that the full amount of hp healed should be changed, but perhaps increase the first tick's heal, and then lower the incremental heals that follow.
Reason for this is that it'd substantially increase their usability, since even if if you're in a sticky situation, if you can find just a couple seconds to get that bandage on, it'd at least be worth a bit more. Anyway, just a suggestion. It's still good as is.
It's a viable option that allows one to heal up at a rather minimal cost, while between encounters. I think it's important to note that the higher level you get, the more hp you will have not healed whenever you rest. This leaves a large disparity between your max hp and current hp, right after a rest.
And that presents some problems. Even if you're in a party with a cleric, what's better, that you all heal up with bandages so he can save all his actual cure spells for sticky situations, or for him to burn his spells right after resting?
This offers an affordable way to allow that cleric to save his spells for true emergency situations, while everyone's performing battlefield medicine. Sure, it'll increase time for resting, but big deal. I'm not a hardcore grinder, and typically like pit stops if I'm with a group that wants to Roleplay. And hell, people with high Heal skills now have even more reason to Roleplay that, since there's a dramatic difference outside of combat when they're using bandages.
Previously, kits were usually used in combat, and people didn't have time to RP that effect.
I enjoy the new system a great deal more.
One thing, though. I was wonder, is it possible to script it so it gives you a bit higher of a heal on the first tick, and then moves to a Heal over Time effect? Not that the full amount of hp healed should be changed, but perhaps increase the first tick's heal, and then lower the incremental heals that follow.
Reason for this is that it'd substantially increase their usability, since even if if you're in a sticky situation, if you can find just a couple seconds to get that bandage on, it'd at least be worth a bit more. Anyway, just a suggestion. It's still good as is.
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