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heal kit lore question
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Author:  tsukasa1991 [ Sat, Feb 26 2011, 8:42 AM ]
Post subject:  heal kit lore question

i know i know you hate me for this. but heal kits do not provide healing in the form of positive energy (as a heal pot would) do they? the hp recovered is due to medicine etc right? this is just something ive never thought much about, it seams obvious, but how does it work mechanically?

Author:  Tertsökkeldsdönner [ Sat, Feb 26 2011, 12:18 PM ]
Post subject:  Re: heal kit lore question

Lore wise you use all sort of natural medicines to heal wounds, poisons and diseases.

Mechanically you toss out your kit on the floor and start healing yourself with those medicines in middle of the battle while 8 orcs are attacking you. Edit: 24+ on bottleneck bridge.

Author:  O'Raghailligh [ Sat, Feb 26 2011, 13:05 PM ]
Post subject:  Re: heal kit lore question

1d20 + Heal Skill + Wisdom Modifier

So mechanically, luck + skills + wisdom

Author:  Palin489 [ Sat, Feb 26 2011, 13:51 PM ]
Post subject:  Re: heal kit lore question

magical duct tape like left 4 dead

Author:  P Three [ Sat, Feb 26 2011, 15:17 PM ]
Post subject:  Re: heal kit lore question

Palin489 wrote:
magical duct tape like left 4 dead


+1

Author:  Dark Immolation [ Sat, Feb 26 2011, 20:03 PM ]
Post subject:  Re: heal kit lore question

Strips of troll's skin. *Shrug*

It's best not to think about it.

Author:  TormakSaber [ Sat, Feb 26 2011, 20:21 PM ]
Post subject:  Re: heal kit lore question

It's not positive energy.

Author:  wereguy2 [ Sun, Feb 27 2011, 7:48 AM ]
Post subject:  Re: heal kit lore question

"Oh shit, it's Cory!" *starts bandaging him to death*

Author:  LetumLux [ Sun, Feb 27 2011, 10:16 AM ]
Post subject:  Re: heal kit lore question

It's not magical and not Positive Energy. Theoretically, in a metaphysical sense it may be Positive Energy very, very indirectly; more like in spirit, than actuality.

Otherwise, it's pretty much whatever you want it to be; strips of troll skin (ew), mashed up panacea paste, bandages and sutures, cauterizing brand (!) or whatev mundane healing that suits your style and flavor.

Author:  Khylaria [ Sun, Feb 27 2011, 10:22 AM ]
Post subject:  Re: heal kit lore question

gnomish nanobots.


[/joke]

Author:  Dark Immolation [ Sun, Feb 27 2011, 10:27 AM ]
Post subject:  Re: heal kit lore question

wereguy2 wrote:
"Oh shit, it's Cory!" *starts bandaging him to death*


Wouldn't you just be making him into a mummy at that point?

Author:  DustSpray101 [ Sun, Feb 27 2011, 11:03 AM ]
Post subject:  Re: heal kit lore question

Quickly Dark Emo! How do you peace-tie a scythe in someone's hands!?

Author:  hendrack [ Sun, Feb 27 2011, 11:05 AM ]
Post subject:  Re: heal kit lore question

I am all for provoking AoO when duct taping yourself in the middle of combat.

Author:  TormakSaber [ Sun, Feb 27 2011, 20:00 PM ]
Post subject:  Re: heal kit lore question

Kits are already less effective than potions by a huge margin, don't penalize them more.

Author:  Scimiter [ Sun, Feb 27 2011, 20:50 PM ]
Post subject:  Re: heal kit lore question

But Kits don't provoke a AoO. With a high heal skill they can be pretty damn effective. Dancer's can make the best use of them by hiding and healing to boot

Author:  TormakSaber [ Sun, Feb 27 2011, 21:37 PM ]
Post subject:  Re: heal kit lore question

You're standing still in HIPS? You're dead.

Author:  tsukasa1991 [ Tue, Mar 01 2011, 10:29 AM ]
Post subject:  Re: heal kit lore question

i think kits are far superior to potions all except the heal pot but i just pretend like that doesnt exist in pnp nwn or any other varient. f that spell all together. i have never not wanted heal skill on a character in nwn though in pnp your almost sure to have a healer in the party or else your dm would have a field day.
alright to summerize:
heal kits are mundane items with mundane treatments for cuts etc.
they should be rped as slower than heal spells
using a kit in a fight is mechanically better but also bogus.
heal pot in fight is cool.
noone rps this way.
would trolls skin work? i thought a creatures properties stop on death (like natural invisibility or shapechange)
heal kits are not positive nor magical mechanically nor in rp
they heal the same way sleeping would, naturally (just with aid)
in pnp heal only helps wounds heal twice as fast with rest and little activity
can we start rping it this way then please?

Author:  IronAngel [ Tue, Mar 01 2011, 11:16 AM ]
Post subject:  Re: heal kit lore question

Feel free. However, don't insist they can't work immediately for others because they clearly do.

Author:  tsukasa1991 [ Tue, Mar 01 2011, 11:24 AM ]
Post subject:  Re: heal kit lore question

cant we just remove healing from amia... and dnd... oh god how it is my pet peeve lol ok im done ty for the info tho

Author:  wereguy2 [ Tue, Mar 01 2011, 23:26 PM ]
Post subject:  Re: heal kit lore question

Here my two cents: NERF THE DAMN THINGS! How do you heal someone who is running around stabbing things!? D:

Author:  Silent2001 [ Tue, Mar 01 2011, 23:28 PM ]
Post subject:  Re: heal kit lore question

You choose not to? :P

Author:  wereguy2 [ Tue, Mar 01 2011, 23:35 PM ]
Post subject:  Re: heal kit lore question

Doesn't mean others do!

Author:  Dark Immolation [ Tue, Mar 01 2011, 23:54 PM ]
Post subject:  Re: heal kit lore question

Nothing stopping you from RPing it the way you want. Nothing stopping others from RPing it the way they want. It's a two way street.

But, if you absolutely must have an IC reasoning minutiae like this, just do what I do: your particular bandages(not ALL OF THE BANDAGES ON THE SERVER) are blessed by a priest of a clergy of your choosing. In conjunction with the mundane medicines present, their healing takes effect rather quickly, like a healing scroll that doesn't have to be read.

The reason why I capitalize that particular part is because by default, they are completely mundane. But if you seek to find some reason for their quick effect, other than realizing that simply how the game has implemented that thus far, there it is.

Claiming such favors you no more power or leeway over anyone else using "mundane" heal kits, so I don't imagine it's any trouble, unless you're in a Dead Magic Zone. In which case a DM is present, and you'd just run it by them.

Author:  wereguy2 [ Wed, Mar 02 2011, 0:07 AM ]
Post subject:  Re: heal kit lore question

Pffscshch! Still doesn't explain how it's possible to wrap those things around someone who is... doing stuff.
But yeah, I do understand that this isn't really very high priority.

Author:  Dark Immolation [ Wed, Mar 02 2011, 0:15 AM ]
Post subject:  Re: heal kit lore question

Who says they have to be wrapped? If you're going to believe they're magical, you may as well believe that once they've been stuck to someone, they wrap themselves. Or that they don't need to be wrapped. They could be square, adhesive bandages. They could be sticky gauze you just smack to wherever is pouring out.

Even within the purview of the bandages being mundane, there are multiple explanations that needn't even bother with wrapping. In fact, if they're combat-ready bandages, I'd expect them not to be. Wrapping bandages are fine for when you have something being stationary, but with as many warrior cultures and entities in FR, certainly someone's come up with something better suited for use in the heat of battle. Especially with the prevalence and accessibility of simple of magics. Perhaps there is some minor cantrip on Heal Kit bandages where once they are applied to something, they wrap or adhere themselves.

But then again. there's nothing that even suggests Heal Kits have the long-wrapping sort of bandages most people think about. It's nothing but a little square white bundle as far as we can see in our inventories. It could have anything it it. Which again brings me back to my first point that likely someone, or something, has thought of something much better than the mummy-trappings most people think they are using.

Author:  tsukasa1991 [ Sat, Mar 05 2011, 20:31 PM ]
Post subject:  Re: heal kit lore question

unless told otherwise i can only think of them as mundane strips of cloth maybe medicated, herbs, adhesives, etc things that would be found in a little box for healing minor wounds. other than that i dont see any evidence why someone would think they were magical, blessed, etc. not saying that that isnt a GOOD view to rp and i would be delighted to see someone doing so, but i cant.

Author:  Dark Immolation [ Sat, Mar 05 2011, 21:14 PM ]
Post subject:  Re: heal kit lore question

Well the evidence may be the fact they work nigh instantaneously.

You guys are working in the wrong direction of logic. Assumption: Heal Kits are mundane. Observation: They work in ways that are not characteristic of completely mundane bandages. QED: There is something wrong with the system because they do not match our assumption.

When if you went purely from WYSIWYG -> Assumption: Heal kits might not be completely mundane. Observation: Heal kits operate in a way no characteristic of mundane bandages. Conclusion: It is possible heal kits are not completely mundane.

The fact is, the healing from the bandages take effect in mere moments IC, as fast as and as accessible as a potion. Now which ever way you want to explain that IC, the end result is the same.

Author:  tsukasa1991 [ Wed, Mar 09 2011, 21:03 PM ]
Post subject:  Re: heal kit lore question

id be happy if it were changed to heal over time and possibly not usable in combat but to balance it allow the heal skill to fix more things than hp and disease, like stat loss lvl drain etc at higher levels.

Author:  corypx [ Wed, Mar 09 2011, 21:05 PM ]
Post subject:  Re: heal kit lore question

tsukasa1991 wrote:
id be happy if it were changed to heal over time and possibly not usable in combat but to balance it allow the heal skill to fix more things than hp and disease, like stat loss lvl drain etc at higher levels.


but why would it remove level drain and stat loss its not magical, and also if you cant use it in combat and its healed over time... you might as well not waste your skill point on heal at all and just use a healpotion or rest.

Author:  TeroSNS [ Wed, Mar 09 2011, 21:09 PM ]
Post subject:  Re: heal kit lore question

healing fountain dipped bandages.

Author:  tsukasa1991 [ Wed, Mar 09 2011, 21:22 PM ]
Post subject:  Re: heal kit lore question

for the rp. and im not against them being magical, i just think as they are now they are mundane and being rped badly sometimes. if they were magic then they could do more but id still like restrictions on them. if it were up to me i would get rid of healing potions all together and leave it up to the clerics and bandages (and those trained to use them).

Author:  TormakSaber [ Wed, Mar 09 2011, 21:38 PM ]
Post subject:  Re: heal kit lore question

Good thing it's not up to you then.

Author:  tsukasa1991 [ Wed, Mar 09 2011, 21:40 PM ]
Post subject:  Re: heal kit lore question

thats true tormak, the things i disagree with are mostly things that arent going to change lol but its ok i still love you guys

Author:  Glyph [ Wed, Mar 09 2011, 22:00 PM ]
Post subject:  Re: heal kit lore question

On the note of positive energy, I decided to be thorough and tried spam healing a zombie to death, didn't work xD (it heals it, though you have to damage first to be able to heal it to discover this, totally different to the effects of the spell heal.)

you may be thinking of the spell heal, which is infact positive energy, i'd also like to mention that the 'going to the positive energy plane makes you explode' thing only happens on a major positive energy plane, and in small doses its good for you like, wine >_> so long as your not a zombie.

nwn wiki is a bit vague on the mechanics of heal kits but positive energy it ain't. more likely to be mundane bandages and herbs as many RP the thing to be.

Author:  tsukasa1991 [ Wed, Mar 09 2011, 23:20 PM ]
Post subject:  Re: heal kit lore question

well thats good. if we were to rp the bandages as being slightly magical, what school do you assume it would be from? what type of energy? its NOT positive energy mechanically... so what might it be considered?

Author:  TormakSaber [ Thu, Mar 10 2011, 4:34 AM ]
Post subject:  Re: heal kit lore question

Don't make them magic. You cause more problem than you solve.

Author:  wereguy2 [ Thu, Mar 10 2011, 5:15 AM ]
Post subject:  Re: heal kit lore question

I agree with Tormak, but if you must attribute their effectiveness to magic, the obvious direction you could go in is an effect similar to Regeneration spells etc.

Author:  TormakSaber [ Thu, Mar 10 2011, 5:46 AM ]
Post subject:  Re: heal kit lore question

Still positive energy.

Author:  wereguy2 [ Thu, Mar 10 2011, 7:48 AM ]
Post subject:  Re: heal kit lore question

Oh! That, I didn't know. An instant application of the equivalent of item Regen properties, then.

Author:  Uberuce [ Thu, Mar 10 2011, 8:50 AM ]
Post subject:  Re: heal kit lore question

Are you chaps forgetting how silly the hitpoint system is? The gap between dead and unconscious is always 10HP, then at 1HP you're as vigorous as you're ever going to be, and then there's between 6 and 1000 points on top of that which soak up damage.

It's almost twice as hard to beat an unconscious 6CON elf wizard fresh from Speedy's to death as it is to KO him in the first place. Meanwhile the gimmick dwarven barbarian can take enough blows to kill five other epic heros, but once KO'd is just as fragile as the level 3 elf mage?

Or....relax, stop trying to pretend you're not playing a computer game, and just filter this piece of silliness out when RPing.

Author:  Herra Tutteri [ Thu, Mar 10 2011, 9:52 AM ]
Post subject:  Re: heal kit lore question

Cow for presidency.

Author:  TormakSaber [ Thu, Mar 10 2011, 10:33 AM ]
Post subject:  Re: heal kit lore question

Uberuce wrote:
Are you chaps forgetting how silly the hitpoint system is? The gap between dead and unconscious is always 10HP, then at 1HP you're as vigorous as you're ever going to be, and then there's between 6 and 1000 points on top of that which soak up damage.

It's almost twice as hard to beat an unconscious 6CON elf wizard fresh from Speedy's to death as it is to KO him in the first place. Meanwhile the gimmick dwarven barbarian can take enough blows to kill five other epic heros, but once KO'd is just as fragile as the level 3 elf mage?

Or....relax, stop trying to pretend you're not playing a computer game, and just filter this piece of silliness out when RPing.


Pathfinder solved this a bit more neatly: You can go to 10 + your level HP in negative HP before dying, so at level 30 you have a neat and tidy -40 before you bite it entirely.

Author:  chefwudan [ Thu, Mar 10 2011, 12:17 PM ]
Post subject:  Re: heal kit lore question

TormakSaber wrote:
Uberuce wrote:
Are you chaps forgetting how silly the hitpoint system is? The gap between dead and unconscious is always 10HP, then at 1HP you're as vigorous as you're ever going to be, and then there's between 6 and 1000 points on top of that which soak up damage.

It's almost twice as hard to beat an unconscious 6CON elf wizard fresh from Speedy's to death as it is to KO him in the first place. Meanwhile the gimmick dwarven barbarian can take enough blows to kill five other epic heros, but once KO'd is just as fragile as the level 3 elf mage?

Or....relax, stop trying to pretend you're not playing a computer game, and just filter this piece of silliness out when RPing.


Pathfinder solved this a bit more neatly: You can go to 10 + your level HP in negative HP before dying, so at level 30 you have a neat and tidy -40 before you bite it entirely.


4th Ed. similarly does the same in that you have until surpassing the negative of half your total hp's before you are dead dead, which i learned the hard way :). So if you regularly have 60 hp.. past -30 hp's your dead!!

Author:  wiggedi2 [ Thu, Mar 10 2011, 12:55 PM ]
Post subject:  Re: heal kit lore question

a healing kit has bandages, some herbs or paste and clips and stuff,

the better the healing kit, the better the stuff inside.

Edit: THat is also why you dont go around randomly healing people with kits and say "There you go^^*derp*!!!! NIARGH!


It is even being explained in the description I think and it just makes sense as it looks... like a healing package thing.

Author:  Herra Tutteri [ Thu, Mar 10 2011, 13:50 PM ]
Post subject:  Re: heal kit lore question

wiggedi2 wrote:
Edit: THat is also why you dont go around randomly healing people with kits and say "There you go^^*derp*!!!! NIARGH!


Sure you do! Not many would fight against you if you started mummifying them in the middle of the street anyway.

Author:  tsukasa1991 [ Sat, Mar 12 2011, 1:49 AM ]
Post subject:  Re: heal kit lore question

lol im going to start doing this, wrapping up hurt people in bandages in order to mummyfy them =p

Author:  TeroSNS [ Fri, Mar 18 2011, 11:20 AM ]
Post subject:  Re: heal kit lore question

TormakSaber wrote:
Pathfinder solved this a bit more neatly: You can go to 10 + your level HP in negative HP before dying, so at level 30 you have a neat and tidy -40 before you bite it entirely.

pathfinder uses the constitution score of a character as the limit of negative hp a character can take, so basicly a con 6 elf would die at -6, and a 20 con dwarf would die at -20.

Author:  TormakSaber [ Fri, Mar 18 2011, 17:58 PM ]
Post subject:  Re: heal kit lore question

O... what was I thinking of? Maybe 4e.

Author:  Grymia [ Sat, Mar 19 2011, 2:11 AM ]
Post subject:  Re: heal kit lore question

4E you can go into your Bloodied value (half your total HP) .. before outright dying from damage.

However.. soon as you hit 0 you need to start making Death saves. Three fails, you're pooched.

1-10 = Fail
11-19 = Pass but no other effect.

20 = Regain consciousness.

Author:  tsukasa1991 [ Sun, Mar 20 2011, 17:38 PM ]
Post subject:  Re: heal kit lore question

i never liked 4ed was of saving rolls it just doesnt feel right that theres only a 50% shot no matter who you are or what your experience is

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