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General Tabletop Discussion
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How to buff healing, make it reliable and discourage whack-a-mole?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9218182" data-attributes="member: 18"><p>Revivify is one 3rd-level spell. I doubt it will be limited to Clerics and Paladins in 2024, Tasha's already added it to Druids, and the Primal spell list had it, and I rather doubt WotC will make Bards the only people not able to cast it.</p><p></p><p>Working it through - not requiring you to respond here, to be clear, just thinking out loud:</p><p></p><p>Cure Light Wounds cast as a 3rd-level spell in 2024 is 6d8+4 (usually) HP. Average 31 HP. Thus if a PC was, say, 50 HP deep, it'd be risky as to whether a powered-up CLW would be worth it. A CLW is also a main Action and requires movement. At first people are going to try and save PCs, but give it a year or two, and even non-optimizers will do the math and if people have access to Revivify (i.e. L5 and up), unless the PC is very shallowly in negative HP it's just not going to be worth it in terms of spell slot and action cost.</p><p></p><p>It also means that unless you add some kind of qualifier that when combat ends, people can "free heal" back to 0 HP (i.e. by PCs bandaging them etc.), you'll have a lot of PCs who are too deep in negative HP to be healed out of, and where the party either has to just wait for them to die to Revivify them, or doesn't have Revivify, so just has to watch them die, where currently, if you don't die in combat, you will live.</p><p></p><p>That's not necessarily a bad thing, but would be a fairly major change to tone.</p><p></p><p></p><p>I'd suggest dropping the CON mod. CON is already factored in to the percentage value, so double-dipping on it will just create a situation where some people have crazy numbers of HSes to the point where they basically can't run out. Instead I might give Martial classes a flat +2 HS if they seem to be running out of juice too soon, though I don't think that'll be a problem.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9218182, member: 18"] Revivify is one 3rd-level spell. I doubt it will be limited to Clerics and Paladins in 2024, Tasha's already added it to Druids, and the Primal spell list had it, and I rather doubt WotC will make Bards the only people not able to cast it. Working it through - not requiring you to respond here, to be clear, just thinking out loud: Cure Light Wounds cast as a 3rd-level spell in 2024 is 6d8+4 (usually) HP. Average 31 HP. Thus if a PC was, say, 50 HP deep, it'd be risky as to whether a powered-up CLW would be worth it. A CLW is also a main Action and requires movement. At first people are going to try and save PCs, but give it a year or two, and even non-optimizers will do the math and if people have access to Revivify (i.e. L5 and up), unless the PC is very shallowly in negative HP it's just not going to be worth it in terms of spell slot and action cost. It also means that unless you add some kind of qualifier that when combat ends, people can "free heal" back to 0 HP (i.e. by PCs bandaging them etc.), you'll have a lot of PCs who are too deep in negative HP to be healed out of, and where the party either has to just wait for them to die to Revivify them, or doesn't have Revivify, so just has to watch them die, where currently, if you don't die in combat, you will live. That's not necessarily a bad thing, but would be a fairly major change to tone. I'd suggest dropping the CON mod. CON is already factored in to the percentage value, so double-dipping on it will just create a situation where some people have crazy numbers of HSes to the point where they basically can't run out. Instead I might give Martial classes a flat +2 HS if they seem to be running out of juice too soon, though I don't think that'll be a problem. [/QUOTE]
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