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- Non-Weapon Proficiencies
- Healing
- Weapon Group Proficiencies
- The Environment
- Magic
Alternative Systems for AD & DTM
Skills & Abilities#3
Healing
Notes: If Hit Points are a measure of skill level, luck and other factors, in addition to raw ability to withstand injury, it makes little sense for healing spells and the like to repair proportionately less damage to a character with lots of HP. The proposed system below also negates the increasing need for parties to be loaded down with potions and healing spells as they gain in levels and HP.
For proportional Healing, round to the nearest HP. Spells and their equivalent potions have a minimum HP value they will restore; see below. Fatigue expended can also be cured with a Cure Light Wounds, but the spell does not then restore lost HP from wounds.
- Cure Light Wounds
- 30% of lost HP, minimum 4 HP
- Cure Serious Wounds
- 50% of lost HP, minimum 8 HP
- Cure Critical Wounds
- 70% of lost HP, minimum 12 HP
- Heal
- cures all but 1d4 HP, and diseases etc, see PHB
- Natural Healing
- 10% of Total HP per day of complete rest, 5% for a day of partial rest. +5% for a successful use of Healing or Herbalism Proficiencies.
Note that Subdual Damage heals completely in 30 mins; any magical healing also restores all lost Subdual Damage.
Weapon Group Proficiencies
Notes: Again, it seems illogical that a character is able to use a sabre but not a scimitar; the two weapons are very similar. Here's an answer.
A Weapon Group is a set of weapons wielded in a similar way; it costs two Weapon Proficiency Slots to become proficient in an entire group, so that all weapons in the group are used at no penalty. Note that there is an overlap between some groups, and that some weapons are not related to any other, and so are not in a group. Warriors may only take Specialisation in one weapon (costing an extra slot as usual), and gains no advantage when using other weapons in the group.
If the DM wants to allow it, characters who have a Weapon Group Proficiency which includes weapons their class is usually unable to wield can use those weapons, but at the standard non-proficient penalty.
- Axes
- Battle-Axe, Hand Axe, Dwarvish 2H Waraxe
- Blades, Fencing
- Dagger, Stiletto, Main-Gauche, Rapier, Sabre
- Blades, Long
- Bastard Sword, Long Sword, Two-Handed Sword
- Blades, Medium
- Broadsword, Cutlass, Sabre, Scimitar
- Blades, Short
- Dagger, Knife, Stiletto, Main-Gauche, Short Sword
- Bows
- Long Bow, Short Bow, Goblin Bow
- Clubs
- Club, Footman´s Mace, Horseman´s Mace, Morning Star, Warhammer, Dwarvish 2H Warhammer, Maul
- Crossbows
- Heavy Crossbow, Light Crossbow
- Flails
- Footman´s Flail, Horseman´s Flail
- Lances
- Heavy Horse Lance, Light Horse Lance, Jousting Lance, Medium Horse Lance
- Picks
- Footman´s Pick, Horseman´s Pick
- Polearms
- Awl Pike, Bardiche, Bec De Corbin, Fauchard, Glaive, Guisarme, Halberd, Lucern Hammer, Mancatcher, Military Fork, Partisan, Ranseur
- Sickles
- Sickle, Scythe
- Slings
- Sling, Staff Sling
- Spears
- Long (2H) Spear, Spear, Trident
- Throwing Weapons (Small)
- Thrown Dagger, Thrown Knife, Dart, Thrown Axe
- Throwing Weapons (Large)
- Thrown Spear, Javelin, Harpoon
- Whips
- Scourge, Whip
- No Group
- Lasso, Net, Quarterstaff