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4e Constitution - what a waste of time !
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<blockquote data-quote="Doctor Proctor" data-source="post: 4674070" data-attributes="member: 78547"><p>Most people don't end an encounter with only 1 hitpoint. When a Cleric casts Healing Work they add their Wis mod (let's assume a +4 for a Laser Cleric) plus an additional 1d6 hitpoints (average 3.5). So if you take your healing surge value and add 7.5 HP you'll have the average number of hit points healed.</p><p></p><p>Take a TWF Ranger, for example. If he's got 12 CON he'll have 29 hitpoints (he gets an extra +5 from the free toughness) and a urge value of 7 HP. So a Cleric casting Healing Word almost <strong>doubles</strong> the healing value of this Ranger. This character actually <em>can</em> be healed from 1 HP to full in 2 Healing Words.</p><p></p><p>Let's go up to 5h level with a STR/CON Fighter and see what happens now. Assuming a 16 CON (bumped to 17 at 4th) he'll have 56 hitpoints, and a surge value of 14. This is double the surge value of the 1st level Ranger, but the extra healing ability of the Cleric is still coming out to an additional 50% healing above and beyond the normal surge value. This means that two Healing Words should heal for an average of 43 hitpoints. Or, to put it another way, this Fighter can be healed from only 13 hitpoints to his full HP value (On a side note, if this was a Dragonborn you could add an extra 3 HP to each surge used, even if it's because of Healing Word. So he would actually be easier to heal, and he could get to full in two surges from only 9 HP.)</p><p></p><p>At 6th level though, this Fighter will have only gained an extra 6 hitpoints for a total of 62 HP. Assuming he also took Toughness he would have a total of 67, for a surge value of 16. It's not a big increase, but it did jump a couple of points. The Cleric, on the other hand, now adds 2d6 extra hitpoints to a Healing Word, which is an extra 7 points on average (11 total when you add in the +4 WIS mod). At 8th level, assuming WIS was bumped at 4th and 8th levels, you can add another HP to that for a total of 8 HP added to the normal surge value.</p><p></p><p>So yea, it's actually not that hard to heal someone up in 2 or 3 surges as long as your Cleric has a high WIS. Even if your PC was reduced down to his bloody value he might be able to get mostly healed with only 1 surge. With our 5th level Fighter, for example, he could go from 31 (his bloodied value) to 54 with one Healing Word. That's a mere 6 HP (9.6%) below his maximum hit points. I would consider that "ready for the next encounter".</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4674070, member: 78547"] Most people don't end an encounter with only 1 hitpoint. When a Cleric casts Healing Work they add their Wis mod (let's assume a +4 for a Laser Cleric) plus an additional 1d6 hitpoints (average 3.5). So if you take your healing surge value and add 7.5 HP you'll have the average number of hit points healed. Take a TWF Ranger, for example. If he's got 12 CON he'll have 29 hitpoints (he gets an extra +5 from the free toughness) and a urge value of 7 HP. So a Cleric casting Healing Word almost [B]doubles[/B] the healing value of this Ranger. This character actually [I]can[/I] be healed from 1 HP to full in 2 Healing Words. Let's go up to 5h level with a STR/CON Fighter and see what happens now. Assuming a 16 CON (bumped to 17 at 4th) he'll have 56 hitpoints, and a surge value of 14. This is double the surge value of the 1st level Ranger, but the extra healing ability of the Cleric is still coming out to an additional 50% healing above and beyond the normal surge value. This means that two Healing Words should heal for an average of 43 hitpoints. Or, to put it another way, this Fighter can be healed from only 13 hitpoints to his full HP value (On a side note, if this was a Dragonborn you could add an extra 3 HP to each surge used, even if it's because of Healing Word. So he would actually be easier to heal, and he could get to full in two surges from only 9 HP.) At 6th level though, this Fighter will have only gained an extra 6 hitpoints for a total of 62 HP. Assuming he also took Toughness he would have a total of 67, for a surge value of 16. It's not a big increase, but it did jump a couple of points. The Cleric, on the other hand, now adds 2d6 extra hitpoints to a Healing Word, which is an extra 7 points on average (11 total when you add in the +4 WIS mod). At 8th level, assuming WIS was bumped at 4th and 8th levels, you can add another HP to that for a total of 8 HP added to the normal surge value. So yea, it's actually not that hard to heal someone up in 2 or 3 surges as long as your Cleric has a high WIS. Even if your PC was reduced down to his bloody value he might be able to get mostly healed with only 1 surge. With our 5th level Fighter, for example, he could go from 31 (his bloodied value) to 54 with one Healing Word. That's a mere 6 HP (9.6%) below his maximum hit points. I would consider that "ready for the next encounter". [/QUOTE]
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