Potions
Kits shouldnt be usable in combat. I think even using potions is a bit iffy if your toe-to-toe with something.
I get the 'kits should only stop bleeding/heal disease' thing, but its a bit harsh. Let them be useful if you have the time to apply them is what I say.
Best for me in terms of 'works right' would be
Cleric magical healing, anytime anywhere, so long as they can cast it.
Taking potions is ok so long as your not toe-to-toe with someone, otherwise they get a couple of free attacks in
Healkits just a nono in combat. They need to be applied, with swabbing and bandaging, when everyone has a chance to calm down a bit and start attending to the wounded. (this pales a bit tconsidering resting and clerics.. but hey. Ive been stuck, unable to rest, without a cleric before. Healkits would have been great!
I get the 'kits should only stop bleeding/heal disease' thing, but its a bit harsh. Let them be useful if you have the time to apply them is what I say.
Best for me in terms of 'works right' would be
Cleric magical healing, anytime anywhere, so long as they can cast it.
Taking potions is ok so long as your not toe-to-toe with someone, otherwise they get a couple of free attacks in
Healkits just a nono in combat. They need to be applied, with swabbing and bandaging, when everyone has a chance to calm down a bit and start attending to the wounded. (this pales a bit tconsidering resting and clerics.. but hey. Ive been stuck, unable to rest, without a cleric before. Healkits would have been great!
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Uhm. I hate to be the bad guy here, but potions and kits are quite useful? Those of you that are saying that they should be disabled and this and that--they were in the first campaign, what reasoning would you possibly use for them to be disabled in the second? Also, are the lot of you healers, druids, clerics, rangers/bards to a certain degree?
Because, I'm sorry, but even in NWN1, Lone or Isioviel could have been in my group (two known clerics), and I still would use a healing kit or potion to avoid dying if we were in koalisks or another place hunting together. That's what they are FOR.
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Because, I'm sorry, but even in NWN1, Lone or Isioviel could have been in my group (two known clerics), and I still would use a healing kit or potion to avoid dying if we were in koalisks or another place hunting together. That's what they are FOR.
-K
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Vahene, I believe the nay sayers point is that NWN implementation of the healing kits differs from PnP 3.5 rules. Their healing kits stop the bleeding, used in none combat mode and cure Poisen/Disease. They do not heal HPs. Also their point is that using Healing Kits in combat in NWN, doesn't provoke AoO, like potions do.Vahene wrote:Uhm. I hate to be the bad guy here, but potions and kits are quite useful? Those of you that are saying that they should be disabled and this and that--they were in the first campaign, what reasoning would you possibly use for them to be disabled in the second? Also, are the lot of you healers, druids, clerics, rangers/bards to a certain degree?
Because, I'm sorry, but even in NWN1, Lone or Isioviel could have been in my group (two known clerics), and I still would use a healing kit or potion to avoid dying if we were in koalisks or another place hunting together. That's what they are FOR.
-K
I never knew you could use kits on yourself in combat.... I always had to stop the combat by walking away to heal someone. I used the healing kits for RP purposes to help the needy (even at 109g a pop). I'd be sad to see the kits change to reflect the PnP rules.
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Healing kits should definitely NOT heal hit points. This is totally ridiculous, and makes no sense. Stopping bleeding, and curing poison/disease is what they are for. And they should not be usable in combat, except to maybe stop bleeding. They way they are now makes them just about the equivalent of a healing potion/spell, which is nonsense.
So much anger!LethalBlade wrote:Healing kits should definitely NOT heal hit points. This is totally ridiculous, and makes no sense. Stopping bleeding, and curing poison/disease is what they are for. And they should not be usable in combat, except to maybe stop bleeding. They way they are now makes them just about the equivalent of a healing potion/spell, which is nonsense.
*applies healing kit on LeathalBlade to cure disease*
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Right, I never knew you could click on the "sword" attack icon to stop the combatTinuvhiell wrote:The ability to use heal kits is a skill in nwn.
I always have to turn off combat to use one if I want it to work before the person I am healing is dead.
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Sergei-san
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At least make it provoke AoO!
Totally rediculous that non-combat action can be done without provoking.
I mean, think of it realistically:
A wounded wizard, unskilled in Heal: "Oh Mr. Mob, wait a moment while I'll get my bandages and get myself in a better condition."
Mr. Mob: "Uhhh, okay! You'd make a perfect target for a nice strike, but since rules say so, I let you bandage in peace!"
Totally rediculous that non-combat action can be done without provoking.
I mean, think of it realistically:
A wounded wizard, unskilled in Heal: "Oh Mr. Mob, wait a moment while I'll get my bandages and get myself in a better condition."
Mr. Mob: "Uhhh, okay! You'd make a perfect target for a nice strike, but since rules say so, I let you bandage in peace!"
Sergei-san:
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