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Community
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*Pathfinder & Starfinder
The Healing Paradox
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<blockquote data-quote="Tony Vargas" data-source="post: 5952028" data-attributes="member: 996"><p>You are certainly not alone. We play D&D long enough, we become acclamated to its weirdness. Hit points are pretty weird, wildly abstract, not really representing damage, exactly, etc. Armor that only keeps you from being hit, never makes a deadly hit into a bruising one, is pretty weird. But we get used to it.</p><p></p><p>One of the things that's fantastically weird about D&D is magical healing independent of the person being healed. A 90 hp fighter who takes 8 hps of damage is barely scratched, while a 1st level character who takes 8 hps might be dropped - yet good roll on a Cure Light Wounds spell will heal them both. The same spell that completely heals a nearly-mortal wound for one guy barely heals a scratch for another. How does that possibly make sense?</p><p></p><p>If a spell can heal a scratch, it should be able to heal a scratch, whether it's a 1 hp scratch on an 10 hp 1st-level character, or a 10 hp scratch on a 100-hp high-level character. It's just absurd that it takes vast magical power to patch up your booboos just because you got 'em from a Pit Fiend instead of a Lemure. </p><p></p><p>OTOH, healing based on your surge value, which is based on your hp value clears that right up. Cure Light Wounds heals your surge value, 1/4 of your total hps. You get a nasty little gash from Irontooth at 1st level at ~1/4 your hps, that's a 'light wound,' and Cure Light Wounds heals it. Get an identical injury from a Troll 10 levels later, and even though it's a lot more 'hit points,' the same spell heals the same injury. And, yes, heals it without costing you a surge. The classic healing spells (the Cure...Wounds series) are not limited by surges available to the subject. It's just the new 'easy heal' "I don't have to be a box of bandaids anymore" healing word and the like that use the Surge Mechanic. </p><p></p><p>5e should stick with healing magic healing proportionate to the subject's hit points. It just makes more sense that way. It's more internally consistent.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5952028, member: 996"] You are certainly not alone. We play D&D long enough, we become acclamated to its weirdness. Hit points are pretty weird, wildly abstract, not really representing damage, exactly, etc. Armor that only keeps you from being hit, never makes a deadly hit into a bruising one, is pretty weird. But we get used to it. One of the things that's fantastically weird about D&D is magical healing independent of the person being healed. A 90 hp fighter who takes 8 hps of damage is barely scratched, while a 1st level character who takes 8 hps might be dropped - yet good roll on a Cure Light Wounds spell will heal them both. The same spell that completely heals a nearly-mortal wound for one guy barely heals a scratch for another. How does that possibly make sense? If a spell can heal a scratch, it should be able to heal a scratch, whether it's a 1 hp scratch on an 10 hp 1st-level character, or a 10 hp scratch on a 100-hp high-level character. It's just absurd that it takes vast magical power to patch up your booboos just because you got 'em from a Pit Fiend instead of a Lemure. OTOH, healing based on your surge value, which is based on your hp value clears that right up. Cure Light Wounds heals your surge value, 1/4 of your total hps. You get a nasty little gash from Irontooth at 1st level at ~1/4 your hps, that's a 'light wound,' and Cure Light Wounds heals it. Get an identical injury from a Troll 10 levels later, and even though it's a lot more 'hit points,' the same spell heals the same injury. And, yes, heals it without costing you a surge. The classic healing spells (the Cure...Wounds series) are not limited by surges available to the subject. It's just the new 'easy heal' "I don't have to be a box of bandaids anymore" healing word and the like that use the Surge Mechanic. 5e should stick with healing magic healing proportionate to the subject's hit points. It just makes more sense that way. It's more internally consistent. [/QUOTE]
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