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<blockquote data-quote="greywulf" data-source="post: 1466555" data-attributes="member: 4285"><p>Sure this has been covered before, but........</p><p></p><p>One thing I love about d20 is the little quirky rules that don't quite fit together.</p><p></p><p>One thing I hate about d20 is the little quirky rules that don't quite fit together.</p><p></p><p></p><p>This is what's on my mind right now: the logic behind increasing HP per level is that as the character matures and gains battle experience they learn to ride with the hits, shrug off damage that may once have been fatal and generally act in a cinematic herioc fashion. That 8HP sword slice that would have gutted Mr 1st Level Rogue becomes nothing but a slight graze across the chest for Mr 10th Level Rogue because he twists with the blade, letting it slide harmlessly across the ribs. Hence, lower proportional damage.</p><p></p><p>Nice. I like that. It works for me.</p><p></p><p>But.</p><p></p><p>When Mr 1st Level Rogue, coughing blood, barely breathing and almost a goner appeals to the Gods to save their puny life, the resident cleric casts Cure Light Wounds and that gaping hole in the chest miraculously closes and the lifeblood that's pumping out stops. A good roll, all 8HP healed. Light Wounds? Nothing of the sort!</p><p></p><p>Conversely, Mr hardly-scatched 10th Level Rogue heads to the temple to have their multiple minor injuries patched up. Another Cure Light Wounds spell, another good roll - also 8HP healed, and that small cut across the chest closes, but all the other injuries remain. That makes some kind of sense - a Light Wound was healed this time..... so that works, I guess. Mr 10th Level Rogue is glad the Gods are faintly interested in him.</p><p></p><p>So, here's where the request for advice comes in. I want to make the Cure spells more accurately reflect their status (Minor, Light, Moderate, Serious, Critical) as a percentage of the recipient's total HP rather than a die roll.</p><p></p><p>Something like this:</p><p></p><p>Minor: d10% of total HP healed</p><p>Light: d20% of total HP healed</p><p>Moderate: 40+d20% of total HP healed</p><p>Serious: 60+d20% of total HP healed</p><p>Critical: 80+d20% of total HP healed</p><p></p><p>This would mean that Cure Light Wounds (and therefore low-level clerics) become less of a live saver for low level parties (but Cure Minor Wounds becomes more useful), and high level healing might be needed by even the common man at times.</p><p></p><p>It'll make combat more feared - which is what I want - and might need some thought with regard to changing CRs - 25% of HP is harder to heal using these changes, after all.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="greywulf, post: 1466555, member: 4285"] Sure this has been covered before, but........ One thing I love about d20 is the little quirky rules that don't quite fit together. One thing I hate about d20 is the little quirky rules that don't quite fit together. This is what's on my mind right now: the logic behind increasing HP per level is that as the character matures and gains battle experience they learn to ride with the hits, shrug off damage that may once have been fatal and generally act in a cinematic herioc fashion. That 8HP sword slice that would have gutted Mr 1st Level Rogue becomes nothing but a slight graze across the chest for Mr 10th Level Rogue because he twists with the blade, letting it slide harmlessly across the ribs. Hence, lower proportional damage. Nice. I like that. It works for me. But. When Mr 1st Level Rogue, coughing blood, barely breathing and almost a goner appeals to the Gods to save their puny life, the resident cleric casts Cure Light Wounds and that gaping hole in the chest miraculously closes and the lifeblood that's pumping out stops. A good roll, all 8HP healed. Light Wounds? Nothing of the sort! Conversely, Mr hardly-scatched 10th Level Rogue heads to the temple to have their multiple minor injuries patched up. Another Cure Light Wounds spell, another good roll - also 8HP healed, and that small cut across the chest closes, but all the other injuries remain. That makes some kind of sense - a Light Wound was healed this time..... so that works, I guess. Mr 10th Level Rogue is glad the Gods are faintly interested in him. So, here's where the request for advice comes in. I want to make the Cure spells more accurately reflect their status (Minor, Light, Moderate, Serious, Critical) as a percentage of the recipient's total HP rather than a die roll. Something like this: Minor: d10% of total HP healed Light: d20% of total HP healed Moderate: 40+d20% of total HP healed Serious: 60+d20% of total HP healed Critical: 80+d20% of total HP healed This would mean that Cure Light Wounds (and therefore low-level clerics) become less of a live saver for low level parties (but Cure Minor Wounds becomes more useful), and high level healing might be needed by even the common man at times. It'll make combat more feared - which is what I want - and might need some thought with regard to changing CRs - 25% of HP is harder to heal using these changes, after all. Thoughts? [/QUOTE]
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