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<blockquote data-quote="Bladesinger_Boy" data-source="post: 5071218" data-attributes="member: 87403"><p><strong>healing spells in 1/4 increments?</strong></p><p></p><p>Maybe 1/8 or some fraction other than 1/4 is the right answer.</p><p></p><p>Remember, 4E isn't also 1/4 (relative numbers). They also have things like potions that heal a set amount of HP, like 10 (static number).</p><p></p><p>Is 1/4 too much? Is 1/8 the answer? I think the lowest possible value is 1/10. I think 1/4 is the max base amount, though maybe powerful effects could heal more (2/4, 3/4).</p><p></p><p>Okay, different line of thinking, but what if healing effects similarly had either a static number (or rolled number) OR a fraction, like 1/4? I'm thining this:</p><p>- cure moderate wounds: 2d8+10 OR +1/4 HP</p><p>- cure critical wounds: 4d8 +20 OR +1/2 HP</p><p>- heal: 150 OR +3/4 HP</p><p></p><p>I guess if we say that cure mod heals +1/4 HP, then we can say cure serious can heal 1/4 too. This would also affect Mass Cure Moderate Wounds (+1/4), Mass Cure Critical Wounds (+1/2), and Mass Heal (+3/4). And Mass Cure Serious Wounds (+1/4).</p><p></p><p>I know this is all separate from potions and healing surges, but I thought I would include it.</p><p></p><p>Does anyone else think the caster level bonus to healing spells are weird, especially the Mass versions which range from +25 to +40 caster level... then followed by the 9th level spell Mass Heal which goes to capping at 25 caster level. Just plain weird and inconsistent. What about something like this to revamp things:</p><p>SPELL LEVEL_____CASTER LEVEL CAP</p><p>1 Cure Light....................+5</p><p>2 Cure Mod.....................+10</p><p>3 Mass Cure Mod.............+10</p><p>3 Cure Serious................+15</p><p>4 Cure Critical.................+20</p><p>5 Mass Cure Mod.............+20</p><p>6 Heal...........................+20</p><p>7 Mass Cure Serious........+25</p><p>8 Mass Cure Critical.........+25</p><p>9 Mass Heal...................+30</p></blockquote><p></p>
[QUOTE="Bladesinger_Boy, post: 5071218, member: 87403"] [b]healing spells in 1/4 increments?[/b] Maybe 1/8 or some fraction other than 1/4 is the right answer. Remember, 4E isn't also 1/4 (relative numbers). They also have things like potions that heal a set amount of HP, like 10 (static number). Is 1/4 too much? Is 1/8 the answer? I think the lowest possible value is 1/10. I think 1/4 is the max base amount, though maybe powerful effects could heal more (2/4, 3/4). Okay, different line of thinking, but what if healing effects similarly had either a static number (or rolled number) OR a fraction, like 1/4? I'm thining this: - cure moderate wounds: 2d8+10 OR +1/4 HP - cure critical wounds: 4d8 +20 OR +1/2 HP - heal: 150 OR +3/4 HP I guess if we say that cure mod heals +1/4 HP, then we can say cure serious can heal 1/4 too. This would also affect Mass Cure Moderate Wounds (+1/4), Mass Cure Critical Wounds (+1/2), and Mass Heal (+3/4). And Mass Cure Serious Wounds (+1/4). I know this is all separate from potions and healing surges, but I thought I would include it. Does anyone else think the caster level bonus to healing spells are weird, especially the Mass versions which range from +25 to +40 caster level... then followed by the 9th level spell Mass Heal which goes to capping at 25 caster level. Just plain weird and inconsistent. What about something like this to revamp things: SPELL LEVEL_____CASTER LEVEL CAP 1 Cure Light....................+5 2 Cure Mod.....................+10 3 Mass Cure Mod.............+10 3 Cure Serious................+15 4 Cure Critical.................+20 5 Mass Cure Mod.............+20 6 Heal...........................+20 7 Mass Cure Serious........+25 8 Mass Cure Critical.........+25 9 Mass Heal...................+30 [/QUOTE]
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