Medicine Suggestions

Started by Vlaid, February 27, 2014, 07:26:46 AM

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Vlaid

Some small suggestions to make medicine, anti-toxin and salutary tonic a bit more useful. Self serving and all that but anyhow:[LIST=1]
  • Extend the range of medicine/healing kit packs. With a small amount of lag, or targets that move slightly (even the default combat animation shuffle can sometimes be enough) it becomes difficult if not impossible to land medicine on a target. As a recent example during the slaadi invasion I think I spent 75% of my time getting out of range messages because I could never tell where targets were going to be by the time the animation finished in the lag.
  • With the SF: Heal feat make medicine apply it's heal over 10 rounds if the result would be high enough to heal for more than 10 rounds. Ie, if your heal result was 30 you would heal 3 hp a round to the target over 10 rounds or 1 hp a round for 10 rounds if your result was 10.
  • For Anti-toxins and Salutary tonic it would be great if there was a  healing kit you could pack them into like you can for medicine. For  their limited use it's hard to justify the wt/gold in your inventory  even for a medic concept.
  • Possibly allow anti-toxin to remove ability damage as if casting neutralize poison if you hit a certain, relatively high DC
  • Alternatively for Salutary Tonic/Anti-toxin could place a low CL ironguts on  the target after being successfully used (which can only happen if a  target is actively diseased/poisoned anyway).
Just some ideas in no particular order that might be cool to see, probably not all of them thrown in together.
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