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Advice req: Heal House Rules
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<blockquote data-quote="scholz" data-source="post: 1468794" data-attributes="member: 10028"><p>I have puzzled about healing for some time. I am less concerned with the logic. D&D has lots of illogical consequences, but I am concerned with game balance and play. I dislike the healing spells because they limit adventuring to the amount of healing spells available. If you run out of healing spells, you have to stop (if you can) until the cleric recovers spells (often many hours). That creates artificial rules oriented story blocks. </p><p></p><p>I think one way to handle it is to take healing out of the spell system. One way would be to tie it to the skill. The Heal skill could for example, heal an amount of damage related to the character's ranks in healing, or a DC check. (You might have to keep track of individual wounds). But that way a high level fighter could have all of her wounds 'healed' by the healer, but it might take some time. A low level character shoudl have it done relatively easily. </p><p></p><p>If you think this is too powerful, you could make the healing a two stage process. The initial healing converts lethal damage to subdual damage. Even with a lot of subdual damage the character could still act, but after a few hours that damage would disappear. </p><p></p><p>You could make cure spells which temporary increase one's ranks in healing. </p><p></p><p>Heal Competence - Level 2 - Duration 1 rd/level</p><p>Caster may add her level to her ranks in healing for the duration of the spell up to 10 levels. Since healing is standard action, a character may not use the heal skill in the same round she casts this spell. This allows that character to use these ranks in healing, even if she has no ranks in the skill. </p><p></p><p>Heal Mastery - Level 4 - Duration 1rd/level</p><p>Caster may add her level to her ranks of healing for the duration of the spell (no maximum), and the caster may apply healing more than once to the same wound, although each application requires one full round. </p><p></p><p></p><p>What I like about this idea, is that one's ability to heal does not go away. But serious attacks might not be instantly healed. So if a person takes 30 points of damage from an attack, a healer with 5 ranks might only able to heal 5 of that. So they are not perfectly healed. It makes sense that a fighter without any magic aid would not be able to be instantly healed by a field surgeon. However, with the addition of the magics, the spell should work well.</p><p></p><p>This would also take a huge burden off the clerics, who otherwise are forced into a support role for the other party members. Without having to expend magic on healing routinely, the cleric can start using her other spells and participating more actively. </p><p></p><p>Any thoughts?</p></blockquote><p></p>
[QUOTE="scholz, post: 1468794, member: 10028"] I have puzzled about healing for some time. I am less concerned with the logic. D&D has lots of illogical consequences, but I am concerned with game balance and play. I dislike the healing spells because they limit adventuring to the amount of healing spells available. If you run out of healing spells, you have to stop (if you can) until the cleric recovers spells (often many hours). That creates artificial rules oriented story blocks. I think one way to handle it is to take healing out of the spell system. One way would be to tie it to the skill. The Heal skill could for example, heal an amount of damage related to the character's ranks in healing, or a DC check. (You might have to keep track of individual wounds). But that way a high level fighter could have all of her wounds 'healed' by the healer, but it might take some time. A low level character shoudl have it done relatively easily. If you think this is too powerful, you could make the healing a two stage process. The initial healing converts lethal damage to subdual damage. Even with a lot of subdual damage the character could still act, but after a few hours that damage would disappear. You could make cure spells which temporary increase one's ranks in healing. Heal Competence - Level 2 - Duration 1 rd/level Caster may add her level to her ranks in healing for the duration of the spell up to 10 levels. Since healing is standard action, a character may not use the heal skill in the same round she casts this spell. This allows that character to use these ranks in healing, even if she has no ranks in the skill. Heal Mastery - Level 4 - Duration 1rd/level Caster may add her level to her ranks of healing for the duration of the spell (no maximum), and the caster may apply healing more than once to the same wound, although each application requires one full round. What I like about this idea, is that one's ability to heal does not go away. But serious attacks might not be instantly healed. So if a person takes 30 points of damage from an attack, a healer with 5 ranks might only able to heal 5 of that. So they are not perfectly healed. It makes sense that a fighter without any magic aid would not be able to be instantly healed by a field surgeon. However, with the addition of the magics, the spell should work well. This would also take a huge burden off the clerics, who otherwise are forced into a support role for the other party members. Without having to expend magic on healing routinely, the cleric can start using her other spells and participating more actively. Any thoughts? [/QUOTE]
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