I agree, with the qualifier that "outside of combat" particularly means "in between encounters/fights" (where this item is needed most), and the caveat (as has been mentioned and will be responded to next) of being used in combat for the purposes of stabilizing.Loreweaver wrote:I would suggest that these kits can only be used outside of combat as a hard restriction, as opposed to Healing kits which allow you to continue fighting at the risk of arresting the healing process the next time you get hit. In return, the healing would be quicker.
I rather like the latter part of this idea. You could put the cheap stabilization option (one charge) on the Treatment Kit, but give it a DC, making it susceptible to failure (particularly to unskilled healers), while the regular Healing Kit would be a surefire stabilization. To balance the inevitable repeated Treatment Kit stabilization attempts (if the first attempt fails, the healer will probably keep trying until it works), a failed attempt could heal for 1 hp so that at least they're keeping the stabilization process/attempt itself stable! Then, if people DOGPILE a downed ally with Treatment Kit stabilization attempts, then eventually even if they all suck and fail each time, they could get the person up - but they'll be spending precious rounds in combat doing so, so it's a fair trade-off.Instead of charging 60 cp, we could make stabilizing cheaper by making Treatment kits less user-friendly (consider added inventory weight and space, separate Heal and Stabilize abilities and so on) than conventional kits, or we could make stabilizing cheaper for part of the population by introducing the traditional DC 15 Heal check.
I'm also cool with "(consider added inventory weight and space, separate Heal and Stabilize abilities and so on)." I imagine a Treatment Kit would be a 4-square Square-shaped medium item weighing some pounds (probably wouldn't go beyond 15, and my intuition would say 7-10 lbs for a 50 charge kit).
I also like your formula:
And I like that you point out this, which helps keep the role of Healing Kits in balance:a formula like (d20 + Heal) / 3 - 3
Also, this fact -as opposed to Healing kits which allow you to continue fighting at the risk of arresting the healing process the next time you get hit.
Further maintains the relevance of Healing Kits, because if you really can't be bothered to handle the Stabilize vs Heal abilities of the Treatment Kit, then you can always use the Healing Kit, which will definitely stabilize your ally immediately.But considering that NWN doesn't stop to point out someone is dying or ask you want to do about it, there is much to be said for keeping the process simple and effective.
Now, on the finances, I'm not yet too familiar with TER's gold economy, and I'd have to think further about how exactly the math we're discussing works out to healing, but 12 cp per charge did strike me as in the right ballpark at first.
Quick edit: Though if such items have 25 or 50 charges (and 25 is a decent middle-ground/upper average standard) and one of those costs 300 cp (at 12 cp per use) then that rubs my intuition as rather too expensive - that's assuming the healing value of these items means we should be running on 10, 25, and 50 charges for the items. Thinking very quickly, from an IC perspective, I'd imagine the typical PC would say, "Oh, buy a (10 charge) kit for a Halanth. Or maybe a (25 charge) kit for twoish." Something relatively affordable and sustainable for its value, though I may be being greedy - of course, a 50 charger (or something of that manner) should be a real investment, if not in finances then in inventory economy like Loreweaver suggested. But I'd need to sit and deliberately think about Loreweaver's formula's numbers more before having a good contribution on that point.
Good thinking so far, I like what you've got to say.