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<blockquote data-quote="filthgrinder" data-source="post: 5693015" data-attributes="member: 64984"><p>Well it is to serve a different story concept. A healing word is the cleric calling on their divine powers to boost the power that is already in you, and give you the chance to push forward. They are release the "magic that is already inside you". Cure Serious Wounds, is more than that. They are calling on the divine powers to actually cure you. The magic is not allowing you to unleash your own potential, it is infusing you from outside aid, allowing you to go above and beyond what is already there.</p><p></p><p>It is also to allow the cleric to fill that role of being able to bring back that person who is nearly dead. When you are out of healing surges, you really are in rough shape. Surgeless healing, let's you do that last minute save that can allow retreat to rest.</p><p></p><p>When I plot out an adventure, I like to challenge the party by giving them just enough encounters between rests where they'll be almost out of resources (or at least, the defender will be almost run dry of surges). This means that my players got into the mindset of knowing they have to plan for an entire run of encounters, instead of going nova in the first couple and then running.</p></blockquote><p></p>
[QUOTE="filthgrinder, post: 5693015, member: 64984"] Well it is to serve a different story concept. A healing word is the cleric calling on their divine powers to boost the power that is already in you, and give you the chance to push forward. They are release the "magic that is already inside you". Cure Serious Wounds, is more than that. They are calling on the divine powers to actually cure you. The magic is not allowing you to unleash your own potential, it is infusing you from outside aid, allowing you to go above and beyond what is already there. It is also to allow the cleric to fill that role of being able to bring back that person who is nearly dead. When you are out of healing surges, you really are in rough shape. Surgeless healing, let's you do that last minute save that can allow retreat to rest. When I plot out an adventure, I like to challenge the party by giving them just enough encounters between rests where they'll be almost out of resources (or at least, the defender will be almost run dry of surges). This means that my players got into the mindset of knowing they have to plan for an entire run of encounters, instead of going nova in the first couple and then running. [/QUOTE]
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