Idea coming from discussion about Clerics being the "healing" part of the game and trying to free them from having to be required to memorize multitudes of Cure spells.
Indeed. I would even say that a Fighter, by the nature of their combat training would have a degree of "first aid" within the breadth of their knowledge. Perhaps an after combat "tending wounds" ability (maybe 1d3 points of healing from weapons/bites/claws/etc (ie. standard physical wounds), each individual can only receive once immediately after a battle (perhaps within 10 minutes of battle)- ie. NOT a daily bonus used each day until healed).Hywaywolf wrote:As a DM you could introduce more healing potions into your games and/or easily accessible higher level clerics in towns. You could also include more minor healing abilities into other classes like with scouts, rangers, etc. If the cleric didn't have to serve as the medicine cabinet for the party they might use some of the other spells more often.
One could expand this idea for MU and Thief with a degree of flair for each. Thief may grant a second saving throw against Poison or heal 1d3 points of Poison/Toxin damage immediately after the event (same 10 minute proposed). Magic-Users can "heal" 1d3 point of damage suffered from magical effects...
The idea is to provide a small measure of immediate First Aid, again to help free the cleric from being restricted to status of first aid bot for the game.
and expanding upon this idea, Rangers/Barbarian/Scout or similar outdoorsy/wilderness/naturalist might get both/either Fighter style healing (above) and/or Thief style. MU subclasses might get standard MU style, Necromancer might be inclined to have either/both knowledge of Magical Wounds and Toxin/Disease types.
Anyway, one gets the idea. A small amount of healing available to free the cleric a bit. Of course, it could be just simplified to a standard 1d3 points of (any sort of) healing doable by anyone (within the time frame and only once per person), but I rather like the small differentiation and interesting role each type of character might take on in these healing processes... drawback being having to note the damage "type" suffered to see who might do the curing (but this is rather negligible in my mind, as one only has to worry about it for a few moments after the battle).
Thoughts? Would this see use? or Useless idea that nobody will want?