//With clean, sanitary conditions and bed rest, a patient under treatment of Healing automatically regains an extra 1d3 hit points per week. If the character selects Healing twice, he can neutralize poison, cure disease, or cure light wounds with a proficiency throw of 18+, once per day per patient.//
My question is: does the character require “clean, sanitary conditions and bed rest” in order to use the abilities neutralize poison, cure disease or cure light wounds? Or, can they do these things “in the field”?
We had a situation last night where a character wanted to use cure light wounds on an immediate fallen comrade, as he thought that’s how the proficiency worked and the bed rest was only required for the bonus 1d3 HP. I ruled that those abilities also required the sanitary conditions and bed rest as well. However, I told him I’d ask for clarification.
Do those abilities require bed rest and sanitary conditions also? Or, can you do those in the field?
Duskreign’s Minion here.
I also have a question about Healing. As the standard rate of healing is 1d3 HP/day, what is the benefit of a proficiency that only speeds up healing by an additional 1d3 HP each week? This seems to be a very small bonus for one of the valuable proficiency slots. The benefits for ranks 2 and 3 seem much more in line.
Duskreign: When it was written the rule was 1hp/day, so an extra 1d3hp/week was a roughly 15% improvement. I later amended it to 1d3hp per week, which made the benefit much less. Maybe it should double the rate of natural healing. That makes more sense.
Michael: Your player was correct about the rule’s intent. The Healer can use “cure disease” “neutralize poison” “cure light wounds” and “cure serious wounds” in the field.
Gentlemen - after some thought, I’ve re-written the Healing Proficiency as follows:
Healing (G): The character is especially skilled at treating wounds and diagnosing illnesses among humans and demi-humans. A proficiency throw of 11+ enables the character to identify whether a disease is magical or mundane, and if mundane, diagnose it. A patient under treatment of Healing naturally heals an extra 1d3 hit points each day. If the character selects Healing twice, he can neutralize poison, cure disease, or cure light wounds with a proficiency throw of 18+, once per day per patient. If the character selects Healing three times, he can neutralize poison, cure disease, or cure serious wounds with a proficiency throw of 14+, once per day per patient. A character with Healing proficiency can use the healing herbs listed in the Equipment chapter (e.g. blackwort, comfrey, goldenrod, and woundwort) to heal additional damage or gain a bonus on his proficiency throws. In any one day, a character can supervise three different patients, plus an additional one each time Healing is selected.
You’ll note the removal of the “clean and sanitary conditions” requirement. That requirement causes confusion as to when you can use Healing; but the point is moot: This requirement really should be built in to the “rest” criteria for natural healing. If conditions are good enough for natural healing, they are good enough for Healing proficiency, and vice versa.
Very nice. I really like the addition of healing herbs too.