Kroax said:Maybe I've missed something, but isn't the heal skill a bit redundant at higher levels? From what I've gathered, you can't heal more than 2 hp/day, and that's with complete bedrest.
Eh. Just because D&D retains vestiges of the old philosophy of treating the "party" as some kind of gestalt multilimbed monstrosity as opposed to a group of individuals with a shared interest, doesn't mean you have to continue propagating it.kenobi65 said:TPK them. Repeat until one of your players wises up and actually creates a cleric.
In all seriousness, if you've got 5 players, and they can't co-ordinate their character choices sufficiently to have *someone* cover healing (they seem to be willing to cover all the other iconic cases), I have a distinct lack of sympathy.
suzi yee said:It's 2hp/day/level. It would still take a while, but the 13th level barbarian would heal (with a successful roll) 26 hp.
Oh, we also used wands of cure (mentioned by other posters).
-Suzi

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.