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Is your feature request related to a problem? Please describe.
Not related to a problem but a manual process I currently manage.
(1) (DMG) Currently, I'm using the Healers kit dependency from the DMG - so my players need this item to heal. If player 1 is spending hit dice, in order to do so any player in the group must have at least 1 charge of a healer's kit before player 1 can spend that hit dice (IE: Someone in the group bandages them so they can heal).
(2) (Homebrew) As part of the healers kit, whoever is healing them get to add their medicine bonus to the person who is healing's overall roll.
IE: If player 1 has 10 health / 20 , and a 1d10 hit dice. They roll a 1 and only heal to 11, but with Person 2 using the healers kit on them (who has +6 to medicine) they actually heal to 17 instead)
The process looks like this:
Player 1 spends hit dice
I confirm who is healing them with the healers kit (can be themselves) (DMG)
That person uses an item I have configured to add their medicine bonus as healing to Player 1, and the item reduces by a charge. (Homebrew)
Player 1 clicks long/short rest on the module
Describe the solution you'd like
Ideally, a way to manage the healer's kit dependency without manual intervention. I was thinking if somehow when they click on the rest button it can ask them who is healing them (and it shows a popup of any player that has a healers kit in their inventory (item with X name) and their medicine proficiency bonus displayed next to it (I imagine this can be implemented by checking for X feat similar to Song of Rest) - they can then select a player and it would "use the item" with them as the target.
Describe alternatives you've considered
This is currently a manual process
The text was updated successfully, but these errors were encountered:
Is your feature request related to a problem? Please describe.
Not related to a problem but a manual process I currently manage.
(1) (DMG) Currently, I'm using the Healers kit dependency from the DMG - so my players need this item to heal. If player 1 is spending hit dice, in order to do so any player in the group must have at least 1 charge of a healer's kit before player 1 can spend that hit dice (IE: Someone in the group bandages them so they can heal).
(2) (Homebrew) As part of the healers kit, whoever is healing them get to add their medicine bonus to the person who is healing's overall roll.
IE: If player 1 has 10 health / 20 , and a 1d10 hit dice. They roll a 1 and only heal to 11, but with Person 2 using the healers kit on them (who has +6 to medicine) they actually heal to 17 instead)
The process looks like this:
Describe the solution you'd like
Ideally, a way to manage the healer's kit dependency without manual intervention. I was thinking if somehow when they click on the rest button it can ask them who is healing them (and it shows a popup of any player that has a healers kit in their inventory (item with X name) and their medicine proficiency bonus displayed next to it (I imagine this can be implemented by checking for X feat similar to Song of Rest) - they can then select a player and it would "use the item" with them as the target.
Describe alternatives you've considered
This is currently a manual process
The text was updated successfully, but these errors were encountered: