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Healing Mechanics in TTRPGs: A Quick Reference Guide

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Healing
Table Of Contents
Healing
D&D 5e
Hit Die
spells
Rest
DND 3.5e and Pathfinder 1e
Natural Healing
Magical Healing
Healing Limits
Healing Ability Damage
pathfinder 2e
medicine skill
spells
rest
GURPS
Items:
Spells
Feat
savage worlds
D&D 4e
Heal (Wisdom) Skill
Healing Surge
Rest
Witcher TRPG
Spell
Time
1
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
3
3
3
3
3
3
3
3
Korlann
4
D&D 5e
pathfinder 2e
Hit Die
medicine skill
HD=level+class dice.
Hit
Die
d4
d6
d8
d10
d12
d20
Monster
Classes in D&D 5e
size
—
Tiny
Sorcerer, wizard
Small
Artificer, bard, cleric, druid, monk, rogue,
Medium
warlock
Fighter, paladin, ranger
Large
Barbarian
Huge
—
Gargantuan
spells
spells gives heal someting like: (1d8+wis modifier)
Rest
Short rest= use your Hit Dice and add con mod to it.
long rest= regain all HP adn HD
DND 3.5e and Pathfinder
1e
Natural Healing
With a full night’s rest (8 hours of sleep or more), you
recover 1 hit point per character level. Any significant
interruption during your rest prevents you from healing
that night.
If you undergo complete bed rest for an entire day
and night, you recover twice your character level in hit
points.
Magical Healing
Various abilities and spells can restore hit
points.someting like: (1d8+wis modifier)
Healing Limits
You can never recover more hit points than you lost.
Magical healing won’t raise your current hit points
higher than your full normal hit point total.
Healing Ability Damage
Ability damage is temporary, just as hit point damage is.
Ability damage returns at the rate of 1 point per night of
rest (8 hours) for each affected ability score. Complete
bed rest restores 2 points per day (24 hours) for each
affected ability score.
2
You spend 10 minutes treating one injured living
creature (targeting yourself, if you so choose). The
target is then temporarily immune to Treat Wounds
actions for 1 hour, but this interval overlaps with the
time you spent treating (so a patient can be treated once
per hour, not once per 70 minutes). Treat Wounds
Proficiency
Trained
Expert*
Master*
Legendary*
DC
15
20
30
40
Success Healing
2d8 4d8
2d8+10
2d8+30
2d8+50
Critical Healing
4d8+10
4d8+30
4d8+50
spells
someting like: (1d8+wis modifier)
rest
long rest: character level x con modifier. Short rest:
doesnt exist. 10 min for Medicine test.
GURPS
There is no official healing in GURPS but some options
implemented by the people is:
Items:
Healing Drug [30]: Healing (Affects Self, +50%;
Based on HT, +20%; Blood Agent, -40%; Injuries
Only, -20%; Onset, 1 minute, -10%)
Universal Antibodies: Healing (Affects Self, +50%;
Based on HT, +20%; Blood Agent, -40%; Disease
Only, -40%; Onset, 1 hour, -20%; Reliable +6, +30%)
[30].
Spells
Laying On Hands [20]: Healing (Capped, 6 FP, -15%;
Faith Healing, +20%; Limited Use, 1/day, -40%)
Rejuvenation [138]: Healing (Capped, 10 FP, -5%;
Cure Affliction, +60%; Reduced Fatigue Cost 10,
+200%; Reliable +5, +25%; Xenohealing, Anything
Alive, +80%)
Feat
There is a regeneration feat healin specific HP in
specific time periots.
savage worlds
Heal: Cures 10 points/level damage, all diseases and
mental conditions. Similar to PF2e there is a spell and a
skill. both hoes the same thing. Healing skill can be
used ones per hour and healing spell can be used untill
you run out of spell slots.
D&D 4e
you use HS as an action. Spells and auras can let you
spend HS as fee action and add some more HP on top.
(wisdom modifier or 1d6 etc.)
Rest
After a short rest, you can spend as many healing
surges as you want
Long rest restores all lost HP and HS.
Witcher TRPG
Heal (Wisdom) Skill
First Aid: Standard action.
Varies depending on the task you’re attempting.
Make a DC 10 Heal check to
allow an adjacent character to use his or her second
wind (page 291) without the character having to
spend an action. The character doesn’t gain the
defense bonuses normally granted by second wind.
Stabilize the Dying: Make a DC 15 Heal check to
stabilize an adjacent dying character. If you succeed,
the character can stop making death saving throws
until he or she takes damage. The character’s
current hit point total doesn’t change as a result of
being stabilized.
Grant a Saving Throw: Make a DC 15 Heal check. If
you succeed, an adjacent ally can immediately make
a saving throw, or the ally gets a +2 bonus to a saving
throw at the end of his or her next turn.
DC:
Use Second Wind:
Spell
gain 3 hp per round for 10 round (30 hp in 30 sec.)
Time
1. You gain 1 HP per Hour if you are resting and
engaced in small activities.
2. you gain 0.5 HP per hour if you are not resting.
3. Doctor speeds up the healing by ???? per hour.
Treat Disease
Make a Heal check to treat a character suffering from a
disease. Chapter 3 of the Dungeon Master’s Guide has
more information about disease. Treat Disease: Part of
the diseased character’s extended rest. You must attend
the character periodically throughout the extended rest,
and you make your Heal check when the rest ends.
Replaces Endurance: Your Heal check result
determines the disease’s effects if the result is higher
than the diseased character’s Endurance check
result.
Healing Surge
you regain 1/4 of your HP. Class determines how many
you have:
Base HS + con
Class
cleric
Fighter
paladin
ranger
Rogue
Warlock
Warlord
Wizard
Base HS
7
9
10
6
6
6
7
6
3
Korlann
options:
1) 2) 3) 4) 5)
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