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Anyone tried critical cures?

Plane Sailing

Astral Admin - Mwahahaha!
I was just musing today that inflict wound spells are touch attacks, and as such they can critical and cause double damage.

Why not the corollary?

Why not give cure spells the opportunity to give double value because the healer knows just where to put his hands (if you know what I mean).

It could be based on a touch attack, so there is little chance of getting it right in the middle of combat (threat = 20), but out of combat with time to spare it could be easily applied to best effect (automatically criticals, like a Coup-de-Gras but in reverse :))

An alternative would be to base it on a heal check - on the DC15 to bind a wound, if you get a 20 and then reroll and get >15 you get a "critical cure" and heal twice as much.

Obviously it has no effect with the Heal spell, and I don't think the extra healing it would make available would be a problem (although if option 1 was used it might get a little out of hand with CLW wands).

Cheers
 

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I think auto criticals out of combat really makes healing to easy.

However, in combat it would be interesting especially since there's a chance the cleric could miss and not be able to heal that round at all.
 

I agree that auto criticals out of combat would be too easy.

I do like the idea of tying it to a healing check, so clerics/paladins/rangers who are good healers are slightly more likely to get a critical result with their healing.
 

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