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Advice req: Heal House Rules
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<blockquote data-quote="Stalker0" data-source="post: 1469048" data-attributes="member: 5889"><p>You are right, healing does but arbitrary limits on a person's adventuring, but they are much much less than the limits placed in other systems.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>I think the set hp per level is a good idea just needs tweaking.</p><p></p><p>How about cure light: 2/hp per target level... up to 5 levels. mod up to 10 or something. It puts a bit of a cap on their healing. And then perhaps lower the numbers. Cure crit could heal 4/level instead of like 8.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 1469048, member: 5889"] You are right, healing does but arbitrary limits on a person's adventuring, but they are much much less than the limits placed in other systems. 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. I think the set hp per level is a good idea just needs tweaking. How about cure light: 2/hp per target level... up to 5 levels. mod up to 10 or something. It puts a bit of a cap on their healing. And then perhaps lower the numbers. Cure crit could heal 4/level instead of like 8. [/QUOTE]
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