The problem arises in that there's a strict 'one healing roll per wound per day' limit.
If the backup guy tries, the main guy can't roll at all. If the main guy does his thing, the backup gets skunked out of AP.
There is no resolution for this by RAW...other then accepting the lesser healer is screwed and must live with it.
Healing
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Re: Healing
He's "screwed" because he has a hard time getting AP in one of six categories?
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
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Re: Healing
The secondary healer comes into his own when the primary healer is injured. This situation can be avoided by having an LM that coordinates character creation and advises players that too much specialisation isn't good and also to be sure all the roles are covered. No one character is going to be good at everything and it's the LM's responsibility to make sure that the players realise that and spread their skill points around at character generation. Obviously if two players want to occupy the same niche then one has to either give way or has to accept that they are going to be in second place. I have an elf player in one of my games who wants to be the best in archery (not realising that elf isn't the best choice for best archer). He's spent XP to get his Bow skill up to 5 but his other skills are lagging. He hates it when I have things making Great Leap at his character as he can't do the stand back and shoot thing. He's next to useless in social or roleplaying situations but he can shoot things quite well.
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Re: Healing
I have two Woodmen characters (one a regular player and the second a part-timer) that both have Healing 3. One has Leechcraft and the other Herb-lore, I think.
They sometimes take turns, one is needed to heal the others, or sometimes there's enough Healing to go around that both get to do their thing (like the many poisoned warriors in "The Crossings of Celduin").
In times when they've both wanted to work on the same person (say, a plot critical wounded person) I think I've improvised and let one "assist" the other; if they succeed at their roll they give a +1 to the primary healer.
They sometimes take turns, one is needed to heal the others, or sometimes there's enough Healing to go around that both get to do their thing (like the many poisoned warriors in "The Crossings of Celduin").
In times when they've both wanted to work on the same person (say, a plot critical wounded person) I think I've improvised and let one "assist" the other; if they succeed at their roll they give a +1 to the primary healer.
Tale of Years for a second, lower-level group (in the same campaign).
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