Mental damage I think would require something other than a spell if dealt with ICly, unless that spell messed with the injured's head...but I guess the definition of "healing" is broad to the deities in the D&D world. OOCly, okay, got it.Aendri said:I don't know about using a healer kit, but things like Cure Light Wounds and other such standard healing spells can heal any kind of damage aside from negative levels. I think healing kits are only good for physical damage, not mental/spiritual.
The problem seems more to be that I'm separating the mechanics from the description of IC actions a bit more than it seems you may be used to. But you are right, I may have been looking at the kits wrong, from the mechanic point of view. I was thinking of it that way because that's how I saw it used in the Neverwinter Nights video game...though now I realize that I was wrong there, too. But, I stand by my IC description and this is why...Gabriel said:[(See his two previous posts, too long to directly quote.)]
Alright, if you want.Gabriel said:So from now on OOCly when you heal someone it will count as spell use but NOT a use of the healing kit. The healing kit will only be used as described above. ICly, you can use the kit to describe your actions if you wish, but we won't actually count it against the uses of your kit.
You're right about it being awkward and a hindrance mid-fight, but there are ways around that. The thing about mixtures is that they are versatile; if you need someone to fight through pain, then a pill or drink of pain suppressant would work for fighting despite stuff like broken bones and bruises. A salve could seal an open wound temporarily (the semi-solid state enables it to move with the injury and if mixed right it could go a while without hardening) or sooth a burn or puncture until it could be bandaged properly at the end. Now, at the moment Sorri doesn't have extensive experience...but that would be reflected in the amount of HP returned, so I guess that isn't an issue.Now, rules wise, I think the reason that the type of healing you're thinking of wouldn't work is that you really have to think of what is reasonable during a dungeon. For example: If Aurelus does something and injures his sword-arm, it would be much more reasonable to treat it afterwards as long-term care (I think most of the healing that you are thinking of would go under the long-term care portion) simply because if you're only healing option is to splint the arm, you would be much better off having him fight through the pain and treating him after rather than treating him immediately. Treating him immediately could render that arm useless until it's healed and mid-dungeon you don't want your fighter without an arm. The same would go for if Denkou injured a finger, it would be much easier to treat her later and have her suck up the broken finger, because splinting it would simply hinder her too much and make disabling traps even more difficult than if you hadn't splinted that finger.
She's a cautious type, and clearly we have run into problems...but Aurelus could have moved on before she had a chance to suggest it. Also, lack of energy is not a critical thing, just a worrying one : )EDIT: And sorry about posting so quickly, I just thought that we were taking a little bit too long to get moving. Besides, ICly it would actually make sense to hold off on healing to see if you even need it. As far as Sorri knows you might not run into any more problems for the rest of the mansion, so in her mind it might make sense to wait until a problem arises and then heal them based off of those needs. Probably not accurate to Sorri's mentality, but it's just a thought.
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