Advice req: Heal House Rules

Stalker0

Legend
You should know though that with either system you still have the model problem that a wizard can get 50% of his health back with a spell while the barb might only get 25%... and there's not a real good way to get around that one.
 

log in or register to remove this ad

Impeesa

Explorer
Have Cure Light Wounds heal the target as though they'd had a full night's rest. Make Cure Critical heal the target as though they'd had a full week's bed rest or something. Scale the others to match. Maybe make it so that a successful heal check increases it just as it does for natural healing, making it more useful outside of battle.

Issues: Cure Light becomes Heal for anyone with fast healing.

--Impeesa--
 

Sqwonk

First Post
Stalker0 said:
In some grittier systems, healing is very rare, and can only heal a fraction of wounds. Often times, a player needs weeks of bedrest to heal grave wounds.

While this is very realistic, it really sucks for the adventure. one combat, and your group is out for several weeks. While I think dnd isn't gritty enough at times (no location damage, poison and disease pretty weak, etc), it is very nice being able to get over and down with things quickly.
Exactly. It also suck for the DM. The story flow gets interupted while the group sits around for days waiting for the sucking chest wound to heal.

I like the idea of the Heal skill being better and taking some "heat" off the cleric to be only healer. You probably want it to be a class skill for more of the classes.
 

Remove ads

Top