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<blockquote data-quote="Bladesinger_Boy" data-source="post: 5082023" data-attributes="member: 87403"><p>For curing HP: static numbers, rolled dice, or fractional values of the target's HP? Well, remember that whatever we do for cure spell we also have to do for inflict spells. So let me ask things this way. For inflicting HP: static numbers, rolled dice, or fractional values of the target's HP?</p><p></p><p>My original idea was that Cure Mod would do 1/4, Cure Crit 2/4, Heal 3/4. But I think that's too much in rethinking things, so maybe Cure Serious does 1/4 and Heal does 2/4. Let's make a table...</p><p>SPELL LEVEL_____CSTR LVL CAP___SET HP__OPTIONAL FRACTION</p><p>1 Cure Light..............+5................10...........-</p><p>2 Cure Mod...............+10...............20..........-</p><p>3 Mass Cure Light......+10...............15..........-</p><p>3 Cure Serious...........+15..............30..........1/4</p><p>4 Cure Critical...........+20...............40..........1/4</p><p>5 Mass Cure Mod........+20..............30..........-</p><p>6 Heal......................+20..............200.........2/4</p><p>7 Mass Cure Serious....+25.............40...........1/4</p><p>8 Mass Cure Critical....+25..............45..........1/4</p><p>9 Mass Heal...............+30.............300.........2/4</p><p></p><p>Looking at this table.... why the heck is heal so damn good compared to all other curing spells. Caster level cap aside for a sec, I think a better set of curing could be built from the ground up. I like the FF1 revamp names for these spells: cure for single target spells, heal for mass targeting spells.</p><p></p><p>SPELL LEVEL_______CSTR LVL CAP___SET HP__OPTIONAL FRACTION</p><p> 1 Cure Light Wounds.........+5................10...........-</p><p> 2 Cure Moderate Wounds...+10...............20..........-</p><p> 3 Heal Light Wounds........+10...............15...........-</p><p> 3 Cure Serious Wounds.....+15...............30..........1/4</p><p> 4 Cure Critical Wounds.....+20...............40..........1/4</p><p> 5 Heal Moderate Wounds...+20..............30...........-</p><p> 6 Cure Grievous Wounds...+20...............60..........2/4</p><p> 7 Heal Critical Wounds.....+25...............60...........1/4</p><p> 8 Cure Mortal Wounds.......+25...............80..........2/4</p><p> 9 Heal Grievous Wounds...+30...............90..........2/4</p><p>(10 Cure Fatal Wounds.....+30?.............100..........3/4)</p><p></p><p>That seems fairer, but really low. I mean, think of how arcane spells progress. </p><p></p><p>Oh, and back on the Heal Skill. Apparently SW:SE does it by heal checks healing a target con mod X character level. I don't know what the DC is... maybe 15, maybe 20.</p></blockquote><p></p>
[QUOTE="Bladesinger_Boy, post: 5082023, member: 87403"] For curing HP: static numbers, rolled dice, or fractional values of the target's HP? Well, remember that whatever we do for cure spell we also have to do for inflict spells. So let me ask things this way. For inflicting HP: static numbers, rolled dice, or fractional values of the target's HP? My original idea was that Cure Mod would do 1/4, Cure Crit 2/4, Heal 3/4. But I think that's too much in rethinking things, so maybe Cure Serious does 1/4 and Heal does 2/4. Let's make a table... SPELL LEVEL_____CSTR LVL CAP___SET HP__OPTIONAL FRACTION 1 Cure Light..............+5................10...........- 2 Cure Mod...............+10...............20..........- 3 Mass Cure Light......+10...............15..........- 3 Cure Serious...........+15..............30..........1/4 4 Cure Critical...........+20...............40..........1/4 5 Mass Cure Mod........+20..............30..........- 6 Heal......................+20..............200.........2/4 7 Mass Cure Serious....+25.............40...........1/4 8 Mass Cure Critical....+25..............45..........1/4 9 Mass Heal...............+30.............300.........2/4 Looking at this table.... why the heck is heal so damn good compared to all other curing spells. Caster level cap aside for a sec, I think a better set of curing could be built from the ground up. I like the FF1 revamp names for these spells: cure for single target spells, heal for mass targeting spells. SPELL LEVEL_______CSTR LVL CAP___SET HP__OPTIONAL FRACTION 1 Cure Light Wounds.........+5................10...........- 2 Cure Moderate Wounds...+10...............20..........- 3 Heal Light Wounds........+10...............15...........- 3 Cure Serious Wounds.....+15...............30..........1/4 4 Cure Critical Wounds.....+20...............40..........1/4 5 Heal Moderate Wounds...+20..............30...........- 6 Cure Grievous Wounds...+20...............60..........2/4 7 Heal Critical Wounds.....+25...............60...........1/4 8 Cure Mortal Wounds.......+25...............80..........2/4 9 Heal Grievous Wounds...+30...............90..........2/4 (10 Cure Fatal Wounds.....+30?.............100..........3/4) That seems fairer, but really low. I mean, think of how arcane spells progress. Oh, and back on the Heal Skill. Apparently SW:SE does it by heal checks healing a target con mod X character level. I don't know what the DC is... maybe 15, maybe 20. [/QUOTE]
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