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Healing Belt in MIC = broken?
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<blockquote data-quote="Runestar" data-source="post: 4750979" data-attributes="member: 72317"><p>Healing belt only seems overpowering when you compared it with clearly overpriced items such as a potion of cure serious wounds (pitiful damage healed, and you provoke an AoO, so the damage you take likely offsets the hp healed). However, when you place it side by side with other more efficient modes of healing, it starts to pale in comparison.</p><p></p><p>In core, we have the wand of cure light wounds, which at 50 charges, heals on average 5.5*50, or 275hp. Or the wand of vigor, which takes somewhat longer, but can heal up to 550hp (twice that of a wand of CLW). Both cost just 750hp per wand. These are the yardsticks the belt should be compared with.</p><p></p><p>Before you start arguing that the wand will eventually be exhausted, while the belt will automatically recharge everyday, bear in mind that at 27hp/day, it will take 20 days before the healing belt starts breaking even with a wand of vigor. At 4 encounters a day (and 13.3 encounters to gain a level on average), your party will have gained 5 lvs at least before the belt of healing starts paying off. During which time you will likely have gained a lot more gold to purchase additional wands of vigor. And you can use the wands as often as you need healing. The belt is more limited (1/day), so it can only supplement your healing needs at most, not replace it.</p><p></p><p>The only time a belt of healing may be more useful is if you use it to "burst heal" during combat for 4d8 (when vigor would be too slow to make a difference, and the cleric is too far away) or use that 4d8 as a touch attack against undead (like incorporeal undead you have trouble hitting normally). </p><p></p><p>The belt is priced at 750gp because the designers believed that was a fair indicator of its usefulness. It deviates from the item creation guidelines because those have proven to be inaccurate when crafting certain items (and the healing belt is clearly one of them).</p></blockquote><p></p>
[QUOTE="Runestar, post: 4750979, member: 72317"] Healing belt only seems overpowering when you compared it with clearly overpriced items such as a potion of cure serious wounds (pitiful damage healed, and you provoke an AoO, so the damage you take likely offsets the hp healed). However, when you place it side by side with other more efficient modes of healing, it starts to pale in comparison. In core, we have the wand of cure light wounds, which at 50 charges, heals on average 5.5*50, or 275hp. Or the wand of vigor, which takes somewhat longer, but can heal up to 550hp (twice that of a wand of CLW). Both cost just 750hp per wand. These are the yardsticks the belt should be compared with. Before you start arguing that the wand will eventually be exhausted, while the belt will automatically recharge everyday, bear in mind that at 27hp/day, it will take 20 days before the healing belt starts breaking even with a wand of vigor. At 4 encounters a day (and 13.3 encounters to gain a level on average), your party will have gained 5 lvs at least before the belt of healing starts paying off. During which time you will likely have gained a lot more gold to purchase additional wands of vigor. And you can use the wands as often as you need healing. The belt is more limited (1/day), so it can only supplement your healing needs at most, not replace it. The only time a belt of healing may be more useful is if you use it to "burst heal" during combat for 4d8 (when vigor would be too slow to make a difference, and the cleric is too far away) or use that 4d8 as a touch attack against undead (like incorporeal undead you have trouble hitting normally). The belt is priced at 750gp because the designers believed that was a fair indicator of its usefulness. It deviates from the item creation guidelines because those have proven to be inaccurate when crafting certain items (and the healing belt is clearly one of them). [/QUOTE]
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Healing Belt in MIC = broken?
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